Star Wars - D6 - Planets Collection
Star Wars - D6 - Planets Collection
Star Wars - D6 - Planets Collection
Published by
.'''It/ifT
\.JGAME5
=========================~'TAR
WA.u-
.....ITAJ"II====================================
_AIU
- - - - - - CONTENTS
4
7
8
26
29
35
41
47
54
60
67
74
80
86
92
95
99
121
135
146
156
164
176
186
194
203
211
220
230
237
246
;;hln:!lt~r.20~d!!:u~c:!:ti!l;o~n!.:==================================:;~'TAR
WARS""""
_Introduction
Welcome!
The Star Wars movies are set against a vast
panorama: a galaxy of countless worlds teeming
with strange life-forms, exotic locations and adventure. The Star Wars Planets Collection provides a glimpse of that amazing setting!
One of the more appealing aspects of the Stor
Wors movies is the sense of the unknown and
exploration. Even since the dawn of time, humanity has related stories of "what lies over there,"
inventing imaginary locations, creatures and
beings that populate unexplored areas. The Star
Wars movies postulate a galaxy of a "thousandthousand worlds," yet we only visit half a dozen
planets in those movies. What lies beyond Bespin,
Hoth and Tatooine?
The Star Wars Plonets Collection is a compendium of worlds that gives the reader some answers. The planets in this book cover a wide
range of settings and situations that are perfect
for the roleplaying game. Originally presented in
three separate volumes (Planets of the Galaxy,
Volumes One, Two and Three), this combined
edition has been fully updated to Star Wars: The
Roleploying Game, Second Edition rules.
.....ITA"P~=============================~ln~t~ro~d~U~C;!t~io~n
_AU
;,;I"n:lt!!r~o~d~u~C!tl~o~nl.:==================================:::;;rrAA
WA""'-
FP:!:'ai!!n:l:e;:t~G~e:!:n~e:!:r.:!a~ti~o:!:n!.S~Yk::5~t~e:!lm~=============================:;:STAR
WARS""""
_Planet Generation
System
The planet generation system is designed to
help gamemasters design exciting and fun new
worlds for Star Wars: The Roleplaying Game. The
system emphasizes the creation of unusual and
memorable settings for roleplaying adventures,
without requiring the gamemaster to generate
reams of technical data. We hope it inspires great
new worlds for your adventures ...
Ready To Begin
The gamemasterwill need several six-sided dice,
a pencil, and photocopies of the Planet Log (page
7). It is also advisable to have a notebook set aside
to record the ideas that come to mind.
The gamemaster can use the die charts found in
this chapter to randomly generate worlds from
scratch. Alternately, the gamemaster can use this
rules section as a merely inspirational tool, using
the descriptions and ideas herein as a baseline
from which a comprehensive, detailed world
~,=~..:::::::::==========",,~~~~!.!>!!!!!
-PP~la!!:n~ei!it.lG~e~n2:e~r~a:!:ti!.S0:!:n!.;S~Yl:is:!te~m~===========================:::;:;'TAR
WARS""""
Completely random rolls on these charts may
generate seemingly contradictory results. The
gamemaster always has the option of ignoring
results that are unsuitable. However, knowing
the diversity to be found in the Star Wars galaxy,
virtually any result is explainable.
This system generalizes the type of terrain
found on the planets. While few worlds have
uniform terrain everywhere, this system gives
one or two dominant terrain types so the gamemaster can quickly sum up the planet. '"
Optional modifiers listed after some results are
just that: optional. The gamemaster has every
right to fudge die rolls (or just arbitrarily decide
upon a result). This system is only a tool for the
gamemaster to create fun worlds; the gamemaster need not be subservient to a series of charts.
All modifiers are cumulative.
If an incompatible condition result is rolled,
discard it and select a compatible result.
Planet Function
Since Star Wars is space opera, and leans
heavily toward action and strong story telling,
10
ticular planet. For greater diversity, the gamemaster may roll on this chart multiple times.
To determine the planet function, roll two six
sided dice. Read each number separately (this is a
six-sided percentile system; do not add them togetherfor a total). This generates totals between 11
and 66.lt is best to use two different color dice (say,
red and blue), reading one color die before the
other. For example, if you're reading the red die
first, and you roll a "3" on the red die and a "2" on
the blue die, your roll is a "32" (Homeworld planet).
I I : Abandoned Colony
~,=~,,~=============================:!p~la~n~e;!t;,;G~e!:ln:;e~ra~t~io~n~S~y~s:!te~m~
12: Academic
Educational institutions are what is most important to the economy of this planet. Academic
worlds typically have many universities and colleges, which may be private, corporate or state
run.
Options for low tech level worlds are varied:
the university was purposefully established to
remove students from the temptations of modern comforts. Or, the natives may have had some
contact with free-traders, and have committed
all of their efforts to unlocking the secrets of
modern technology.
This result doesn't necessarily mean academic
work towards a degree. Tradeschools, institutions
dedicated to unlocking the secrets of the Force
(these will always be well hidden since the Emperor has made it a priority to kill Force users), and
survival schools are possible options.
Optional Modifiers: + 1Starport; + 1Tech Level
13: Administrative/Government
This world is bureaucracy at its largest. The
main industry is the orderly (or at least managed) operation of a government, business, or
other large institution. Imperial sector capitals
often qualify for this designation, but the
homeworlds of major, galaxy-spanning corporations and institutions such as BoSS (Bureaus of
Ships and Services) may also be considered administrative in nature. Low tech level planets
could also be administrative, especially if the
economy is directed entirely by the government.
Optional Modifiers: + I Starport; + 1Tech Level
14-21 : Agriculture
This planet is dedicated to the production of
food. The types of products can include grains,
vegetables, fruits, meats, vitamins, dietary supplements, and water. Many ocean planets also rely
on agriculture, through fishing or algae and vitamin farms.
Incompatible Conditions: Asteroid Belt, Artificial Planet Type; Barren Terrain
22: Colony
This planet has been established and sponsored by another, more developed planet or
corporation. Colonies are generally dependent
upon the sponsor for supplies, and typically are
subservient to its dictates. Colony worlds aren't
independent entities, although there may be a
separatist movement. Colony planets generally
produce goods only for consumption by the sponsor, and thus are often prevented from developing a self-sufficient economy or acquiring significant wealth. Many colonies are devoted to agriculture and mining.
23: Disaster
Disaster planets have gone through cataclysmic changes that have dramatically altered the
world's history. The event could have been a war
that used atomic weapons, a plague, an industrial accident, a collision with a large stellar body
(such as an asteroid) or a dramatic change in the
nature of the system's star (such as when stars
balloon into red giants, incinerating all of the
11
PP!:la!.!n~e~ti,;G~e:!:ln~e:!;ra:!.t~i20:!:ln~S~y~s:!t,;e.2ml:=============================:;:'TAA...
WAIU""""
inner planets and drastically changing the climate of the surviving worlds).
The disaster could have occurred just a few
years ago (generally making the world very dangerous), or it could have happened decades or
eons ago (in which case the danger from the
actual disaster may have passed, but the aftermath could be devastating).
Optional Modifiers: Of recent calamity) -3
Starport; -2 Tech Level; +3 Atmosphere
24: Entertainment
12
~~~,,~=============================:!p:!:la~n~e;!t~G~e~n:;e:::ra~t~i~o~n~S~y~s:.!t~e~m
--
-:::-:
35-41: Manufacturing/Processing
High Tech
Modern computers, blaster weapons, superhard plastics and alloys like transparisteel, polymers, chemicals, bioengineered life forms, advanced bio-immunal medicines, cybernetics,
medical equipment, droids, vehicles and
starships are all considered high tech goods.
high tech goods almost always require advanced
manufacturing methods.
Optional Modifiers: Mid tech Planets: +2
Starport; +2 Tech Level. High tech Planets: +3
Starport; +4 Tech Level
42: Military
This planet is an important Imperial military
facility. It has one or several large bases. Sector
capitals, planets near strategic trade routes, Imperial ship yards, and weapons manufacturing
planets have huge military bases.
Optional Modifiers: +3Starport; +2Tech Level
43-46: Mining
13
fP2:Ja:!!n~e;:tLSG~ei!:n!.!ei!:r~a!!ti:l:0:!:n!.S~Yr:s:!t~e:!lm:!.:=============================:;:'TAR...
WAIU""""
taken from gas giants (such as the Tibanna gas
mine on Bespin).
Optional Modifiers: +2Starport; +1Tech Level
51-55: Natural Resources
These planets utilize naturally occurring resources such as wood (for logging), animal skins,
and glaciers ("harvested" for fresh water). Other
products that could be harvested are raw materials for medicines and pharmaceuticals, and
may be either plant or animal derived. This category differs from agriculture because the products aren't food.
56: Research
These planets are used for scientific and academic research. The world may have abundant
resources, but the particular company or university may have an exclusive charter and is allowed
to decide who develops the planet. Research may
be for purelyscientific or academic knowledge, but
other planets, like Gorsh, are studied for new
chemical compounds with practical applications.
61: Service
Service planets tend to have a multi-classed
social system and great wealth. The exclusive
higher classes have control over the wealth and
resources, and the lower classes provide services and goods to the wealthier individuals.
Service planets tend toward direct sale to consumers, or may be devoted to banking, legal
services, medical services, or financial markets.
Optional Modifiers: +1Starport; +2 Tech Level
62-63: Subsistence
Government
Government is the means by which a society
determines what is permissible and what is forbidden. Governments can regulate business or
14
~~~B~=============================:.!::p~la!!:n~e;,!t;';G~e~n~e:!::ra~t~i02!ln';S:.ly~s~te~m~
law and order, and on many planets, that is
indeed the truth.
43-45: Military
23-24: Dictatorship
25: Family
A multi-structured social system, in which important officials (nobles or royalty) are entrusted
with a specific area of land. They must manage the
territory, provide tax revenues to higher-level officials and make sure that the commands of these
higher-level officials are carried out.
32: Guild/Professional Organizations
46-52: Monarchy
IS
WARS""""
D~~~~~~~~~======================~ST"AA...
The ruler is chosen by a series of trials, physical, mental or both. While these governments are
often found on more primitive planets, advanced
civilizations may use complex testing methods
to determine who is most fit to govern a planet,
nation or locality.
62: Theocracy
A government run by a religious organization.
Typically, the citizens are required to participate
in certain religious rites and profess faith in the
tenets of the religion. Theocracies may be highly
tolerant of divergent views, but some are also
quite repressive.
63-66: Tribal
-~-
16
Planet Type
The following table determines the basic type
of world that the civilization in question has
developed on. Ro1l2D and find the results below.
2-9: Terrestrial
11 : Asteroid Belt
Asteroid belts are either the remnants of planets shattered by collisions with large stellar bodies or merely portions of stellar material that
never coalesced into a planet. Settled asteroid
belts are often rich in minerals and metals, and
their small size prevents them from supporting
an atmosphere. Most asteroid belt civilizations
are either subterranean or have sealed and probably domed buildings built on the surface. Since
asteroids are naturally airless, civilizations require regulated environments. Read the sidebar
labeled "Regulated Environments" and then move
ahead to the section labeled "Starport." Asteroid
belt settlements required a tech level of atomic,
information or space to be established (if the
settlement was abandonned, the civilization may
have devolved and lost tech levels).
Optional Modifiers: -2 Population (initial roll
only)
Incompatible Conditions: Agriculture,
Homeworld Planet Function
12: Artificial
Artificial results indicate orbiting space stations domed cities built on planets with toxic
atmo~pheres, and great floating complexes built
in gas giants (such as Cloud City). All artificial
settlements need some means of sustaining themselves (such as huge repulsor engines to keep
Cloud City aloft, or sealed domes to keep the
toxins out of the city). Since artificial planets
require a regulated environment, read the "Regulated Environments" sidebar and then skip to the
section labeled "Starport." Artificial settlements
require a tech level of information or space.
Optional Modifiers: -2 Population (initial roll
only)
~,=~'!~=============================:!p~Ja~n~e;lt:';G~e~n~e:l:ra:!.t~i~o::;n~S~yt:;s:!t~e~m
Terrain
The gamemaster must determine the dominant terrain for the planet. There can be many
different types of terrain on a planet, but the
dominant terrain is the one that the characters
will interact with most often. Diverse planets
may have several major terrain types. Additionally, the planet's terrain may be a combination of
types (such as mountainous forest).
While these classifications provide basic information as to the terrain types, the gamemaster must customize them to match the unique
nature of the planet. Each terrain entry has a
listing of compatible conditions, which is where
these terrain types are most likely to be found.
Some terrain types also have incompatible conditions, where they will seldom be found. If a
quality isn't listed (such as a Moderate Hydrosphere, for example), the conditions are neither
particularly favorable for the terrain, nor do they
preclude the existence of the terrain type. If the
gamemaster rolls incompatible terrain results,
he may opt to discard the results, or reason
through a really unusual situation that allows
this result (this is the most entertaining option).
To determine the terrain type, roll on the sixsided percentile system.
11: Barren
The planet is dominated by an immense network of caves running throughout the crust.
These caves are often caused by volcanic activity, and if the activity is ongoing, areas can quickly
become dangerous as lava and toxic gases return
to fill the caves they created. Cave planets almost
always have Type 11 atmospheres.
Example: Sullust
Optional Modifiers: +2 Atmosphere; -2 Population (initial roll only)
14: Crater Field
Seasonal Changes
The seasons on a planet are caused by the amount of axial
tilt. If the planet's axis of rotation is perfectly "vertical"
(perpendicular to the plane of its orbit) there are no seasons,
and the temperature is constant year round. However, there
will still be temperature changes due to weather.
However, if the axial tilt isn't "vertical," the planet experiences seasons. The greater the degree of tilt, the more
extreme the seasonal change. Planets with a high degree of
tilt experience extreme seasons. One side of the planet will
have brutally cold winters, with continual darkness. At the
same time, the opposite side of the planet will experience a
sweltering summer and continual sunlight, with temperatures well above boiling. As the planet circles the sun, there
will be a brief period of moderation, and then the side of the
world that was previously locked in the grip of winter is now
exposed to searing sunlight and the side that was experiencing a deadly summer is now exposed to the cold and dark of
space. As the planet swings back around the sun, there again
is a brief moderate period, before the planet returns to the
seasons originally described.
No
Axial Tilt
No Seasons
-8-+
SUN,?I
AXIS OF
ROTATION
Slight
Axial Tilt
Produces Seasons
Extreme
Axial Tilt
Extreme Seasons
-G-+-G-~
SUN)I
SUN
AXIS OF
ROTATION
)I
AXIS OF
ROTATION
17
PP!:la!!n~e;!t;';G~e!ln~e:!:ra:!.t~i20!ln~S~y(,;s:!t~e!!ml:=============================;'T.~~A
WAIU""""
Glacier
Elliptical Orbits
Some planets orbit their star in unusual
orbits, with one part of the orbit coming
much closer to the sun than the rest of the
orbit. These elliptic orbits account for huge
seasonal variations, and the lengths of seasons are not equal. In extreme situations,
the planet is locked in a deadly cold winter
for years at a time, but as it swoops in close
to the star, the planet quickly thaws and life
returns, all within the span of a few weeks.
;/
I
\
'-
--
'0-_
31-32: Jungle
Tide lock
Tide locked planets are trapped with one
half of the planet continuously facing the
sun and the other facing out into space.
They cannot rotate, and thus there is no
day/night cycle. These planets are almost
always uninhabitable, but there are exceptions (some planets have a habitable zone
on the boundary of the night and day sides).
If a planet is tide locked, ignore the effects
of axial tilt.
18
'-
--
'- \
I
/
;/
Compatible Conditions: Moderate, Moist, Saturated Hydrosphere; Searing, Hot, Temperate Temperature
Incompatible Conditions: Arid, Dry Hydrosphere; Cool, Frigid Temperature.
33-34:
Mountain
--
Ocean
~~~,,~=============================:.p~l~a:!:n~e;!t~G~e~n~e:::ra~t~io~n~S~y~s:!te;;m~
Planetary
Meteorology is one of the most difficult of the
sciences to understand, simply because there are
so many factors involved in determiningtheweather
of a plane!. Weather is defined as any type of wind
or precipitation, whether is in the form of rain,
sleet, ice, ice shards, or something even more
exotic.
In general, weather fronts are created by the
spin of the planet and the mixture of different
temperature air masses (such as when cool air
from a great water body collides with warm air
from the interior of a continent). Weather can be
amplified by the presence of satellites, an unusual
planetary orbit (such as elliptical), local geographic
Optional Modifiers: -I Population (initial roll
only)
42-44: Plain
Plains areas are simply huge, flat expanses of
life, typically supporting grasses and bushes as
primary forms of plant life. Grasslands can be
found in virtually any hydrosphere and temperature range, butthey are most common in tropical
and temperate dry regions. Very cold, dry grasslands are often called tundra, and very warm, dry
grasslands are often called savannahs.
Example: Celanon
Compatible Conditions: Dry, Moderate, Moist
Hydrosphere; Hot, Temperate, Cool Temperature
Incompatible Conditions: Arid, Saturated
Hydrosphere; Searing, Frigid Temperature
45-46: Plateau
Plateaus are large sections of mostly flatland
that are elevated above other portions of nearby
land. They typically occur in the interior of continents. On a plateau, virtually any type of terrain
can be found.
Incompatible Conditions: Saturated Hydrosphere
51-52: Urban
This result means that most of the planet is
covered by artificial constructions, typically huge
city sprawls. This is indicative of a very high
population, and most so-called urban planets
concentrate on trade, manufacturing or administration. Agriculture can sometimes be conducted
in huge hydroponics factories, or beneath the
surface if the plants don't require sunlight (typical of mosses and fungi). Urban terrains can be
layered on top of most other terrain conditions,
such as plateaus, mountains, and plains. In addition to habitable cities, urban results may indicate huge factories and relining facilites.
Aside from buildings, many urban settings will
Weather
conditions (there tends to be more rain when a
weather front hits a mountain chain, since the
clouds must lose moisture in order to rise above
them) and the effects of galactic civilization (climate control is used on many advanced planets).
Precipitation might be measured in centimeters
per year, or even meters per day, depending upon
the amount of moisture in the air and climate. The
strength of winds might be barely noticeable, or so
strong that buildings must be securely anchored or
they will be blown over.
The scope of this work doesn't allow for detailed
weather mechanics, but with all of the options available to gamemasters, the sky's the limi!.
53-61 Wetlands
Wetlands are moist low-lying wet areas, and
playa vital role in most eco-systems. They can
take the form of ponds, marshes, or swamps, and
support bushes, trees, grasses and many different forms of life.
Example: Gorsh
Regulated Environments
Space stations, asteroid belt cities,
domed cities and other artificial environments are called regulated environments. It
is assumed that these environments are set
for the most comfortable conditions for the
species that built the environment, or in the
case of Humans, a temperate temperature,
Standard gravity, and a day/night cycle
hovering abound 20-25 standard hours.
However, should there be acatastrophic
disaster, the natural environment may come
19
FP:!:'a~n~e;;t~G~e:!:n~e:!:r::la~ti~o:!:n!.lsyys~t;:;e:!:m!l:=============================::'TAA...
WAIU""""
Incompatible Conditions: Arid, Dry
Hyrdosphere; Frigid, Searing Temperature
62-63: Volcanic
Volcanoes and lava pools cover the planet, indicating a very high level of geologic activity. Volcanic planets often have high levels of ash and toxic
gases in the atmosphere, and the lava, of course, is
very dangerous. However, these planets often have
high quality metals in their crust. Volcanic planets
often have hazardous atmospheres.
Incompatible Conditions: Type Iatmospheres
Optional Modifiers: -2 Population (initial roll
only); +3 Atmosphere
64-66: Special Terrain
20
Temperature
This classification represents the average temperature on the planet's surface. Most planets
have several varying temperature bands, from
the coldest (polar regions) to warmest (equatorial region). The "true" temperature of an area
canbe altered by local geographic features. Seasonal changes also greatly alter temperature (see
"Seasonal Changes" sidebar). Some planets are
trapped in what is called tide lock (see "Tide
Lock" sidebar). Still other planets have elliptical
orbits (see "Elliptical Orbits" sidebar).
All of these possible combinations give the
gamemaster a great deal of diversity and choice
when designing the planet. These special results
are not incorporated into the random tables so
that the gamemaster can choose exactly which
effects are most useful. Roll 2D to determine the
average temperature.
2: Searing
Hot planets average between 30 and 56 degrees Celsius, and while generally uncomfortable, are not nearly as hostile as searing planets.
5-9: Temperate
Cool planets average between -20 and -4 degrees Celsius. Most cool planets do not support
a huge number of life forms, but life can still adapt
to planetary conditions. Plant life may be common if it contains compounds that prevents vital
water-based fluids from freezing.
12: Frigid
Gravity
Star Wars: The Roleplaying Game uses four
classifications to indicate the gravity of a world.
As indicated before, most regulated environments
will have a gravity of Standard.
~,=~~=============================:!p~la~n~e;!t~G~e!ln~e:!::ra~t~i02!ln";S!ly~s~te~m!!!
Zero Gravity
Asteroids, comets and other very small stellar
bodies have effectively zero gravity, which also
eliminates the possibility of an atmosphere (barring the use of technology, such as energyscreens).
Space stations that lose power may also lose their
repulsorgrav generators, effectively throwing the
whole station into a zero gravity situation.
In zero gravity, things and beings float unless
thrust is somehow provided. On the other hand,
once something begins moving, it doesn't stop
until something else stops it (such as a collision
with a wall). The applies for vertical, horizontal
and even twisting movement since there truly is
no "up" or "down."
Atmosphere
Most stellar bodies of significant size have
atmospheres (some planets have had their atmospheres ripped away by a near pass with a rogue
planet or some similar cataclysm). Gas giant
atmospheres are often composed of methane,
ammonia, and various hydrocarbons (Type IV),
although a very small number of gas giants have
been discovered with a breathable atmosphere
within a limited biozone (Bespin being the prime
example). Imperial bureaucrats use a very simple
classification system for atmospheres. Most ship
sensors can determine the type of atmosphere
with sensors. However, sensors are not perfect,
and may miss trace elements that can be harmful
to the ship's inhabitants, so the results of a
sensor scan should never be taken at face value.
To randomly determine a planet's atmosphere,
roll 2D and check the result below.
None
This planet has no appreciable atmosphere
and a space suit is required simply to survive on
the world. Planets without an atmosphere typically have much greater temperature variations
because there is no atmosphere to disperse solar
energy (on the sun side) or retain heat (on the
night side). Characters exposed to the vacuum of
space suffer 4D damage the first round of exposure, and increase the damage by +2D for each
additional round in the vacuum.
2-9: Type I (Breathable)
21
FP:!:'a~n:l:e;:t~G~e:!n!.!e:!r.:!a!!ti~o~n!.S~Yl::s~t;;e::lm~=============================:;:i'TAA...
WARS""""
may be necessary. These atmospheres may also
be flammable or highly explosive. The gamemaster must customize the effects of the hostile
atmosphere.
Hydrosphere
The hydrosphere represents the amount of
moisture on or near the surface of the planet.
Water is not necessarily the only liquid that can
be found. The water may have a high concentration of another substance that makes it unfit for
consumption, or the liquid might merely be water-based, but have other components that make
it a different compound. More exotic options
include huge lava lakes (on planets with plenty of
geologic activity), or deadly ammonia seas (on
extremely cold planets). Ro/l2D.
~-
---
,,
22
2: Arid
The planet is 85-100 percent covered by land.
The planet has very little or no standing liquid,
and there probably is very little moisture in the
atmosphere. There may be large iakes and seas,
but there are no great oceans. Much of the planet
will probably be desert.
3-4: Dry
Length of Day
The length of day for most terrestrial planets
not subjected to tide lock or another extreme
condition is in the range of 18 to 36 standard
hours. Even though tide-locked planets do not
have days, it is useful to determine what a likely
day length would be so that the length of the local
~,=~~=============================:.p!::.l~a~n~e;.!t~G~e~n!;e~ra~t~io~n~S:.ly~s:!:te;:m~
year can be determined. To determine this total,
roll 10:
o If the result is 1-2, roll 20 and it to 10 for a total
number of hours.
o If the result is 34, roll 10 and add it to 20 for a
total number of hours.
olf the result is 5, roll 10 and add it to 25 for a total
number of hours.
olf the result is 6, roll 10 and add it to 30 for a total
number of hours.
Satellite planets may have days several dozen
hours long (as long as it takes the satellite to orbit
the gas giant). The local year depends upon the
orbit of the gas giant and may be several standard years long.
Length of Year
A simple die roll will generate a suitable total
since so many different factors are responsible
for the determining the orbital radius and speed
of the planet. The total can be increased or
decreased bya few days to make the total unique
compared to other planets.
To determine this total, roll 20 of different colors. Read the results below and the total of the two
numbers equals the length of year in local days:
First Die
Multiply the number xl5
Second Die
75 local days
I
150 local days
2
34
225 local days
5
300 local days
6
375 local days
Starport
The Imperial Space Ministry has five dilferent
classifications for starports. For random determination of the starport, roll 20 and find the
result on the chart below.
2: Landing Field
There may be a flat space on the ground for
ships to land. There is no control tower (there
may not even be other starships on the planet).
Fueling and repair services are probably unavailable at any price.
3-5: Limited Services
This is typically a simple landing field, but
there is at least a control tower to prevent collisions between ships in the planet's airspace.
There may be maintenance sheds lor rent. There
may be fuel lor sale, but other important supplies
are unavailable.
Sentient Species
The gamemaster should determine what alien
species are on the planet in large quantities.
Humans are among the most diverse species in
the galaxy and can be found almost everywhere,
but other species such as Oevaronians, Ouros,
Gamorreans, Ithorians, Rodians, Sullustans, and
Twi'leks are also known to colonize and reside on
many different planets. If the planet is similar to
a species '5 preferred climate, or there is plenty of
work to be lound, other species may be encountered as well. The planet may have a native
sentient species, designated by an (N) on this
line of the planet log.
Gamemasters must take a few moments to design the native sentient species, bearing in mind
the kind of environment the species evolved in. He
should decide their biology, culture, history, how
galactic civilization changed their society, what
common occupations they have and what their
personalities are like.
23
-PP:!:'a~n:!:e:;:t~G:;e!n~e!r~a!!ti~o:!:n!.S~Yl:is~t~e:!lm~=============================:t:;FI'AIL..
WARS""""
6-8: Standard Class
Population
This figure represents the total sentient population on a particular planet. For random determination, roll 10 and use the chart below.
I
Population is 1-999
2-3
Population is in the thousands
4-5
Population is in the millions
6
Population is in the billions
Once the basic range is established, roll 10 to
determine whether the population is in single
numbers, tens or hundreds for that category.
1-2
Population is in singles (1-9)
3-4
Population is in tens (10-90)
5-6
Population is in hundreds (100-900)
To determine the exact number, roll 10 to
determine if the number is 1-5 or 6-9. It is recommended that the population only be determined
for two significant figures (Le., only roll the first
two numbers).
1-3 Number is between 1-5 (roll 10, ignoring 6)
4-6 Number is between 6-9 (Roll 10,
ignoring 5 and 6, and add five)
It is recommended that the gamemaster not
allow populations over 100 billion. Any population
over 10 billion is very likely to be an urban terrain
planet, with a standard class or better starport and
an industrial level or higher tech level.
Tech Level
The level of technological achievement is important in determining what goods the planet
can manufacture, as well as what they are likely
to be interested in purchasing. Few planets fit
directly into one of these classifications.
This classification system, utilized by Imperial
bureaucrats, represents the typical level of technology to be found on the planet, but there may be
areas where indivduals have developed or somehow acquired more advanced technology. Planets
with no sentient inhabitants are considered Stone
level by default. Roll 20.
2: Stone
Stone level civilizations have loosely-knit cultures and the basic social unit is likely to be the
tribe. The society makes and uses stone tools
and may have developed primitive agriculture.
These people do not understand the concept of
money, so trade will be by barter. There is no
transportation network.
3: Feudal
Feudal planets have a more complex social
structure and have begun to produce primitive
manufactured goods. They have learned primitive mining and ore-processing techniques. Transportation is normally by ship or caravan.
4: Industrial
Industrial planets are beginning to understand
mass production, and have established more
complex political and social structures. Windmills, waterwheels, wood or coal furnaces will be
used to generate energy. These planets typically
want to acquire knowledge to help improve their
technology. Motorized transportation, projectile weapons and the beginnings of mass communication are common.
24
~,=~I!~=============================:!p~la:!!n~e;;t~G~e:!n~e:!r~a~ti~o:!:n~S~yt::s~t~e~m
5: Atomic
Atomic planets have advanced,large-scale production of goods. They will be very interested in
new technologies. More advanced alloys and
plastics become available. Space travel is in its
infancy. Established industries, such as transportation, communications, medicine, and business, quickly progress and grow.
6-7: Information
Systeml'Star Name
Generally, the system and the star are named
after the most important planet of the system.
Star 'lYpe
The gamemaster should determine the type of
star for the system. White, yellow-white, yellow,
orange, and red stars could conceivably support
habitable planets (yellow and orange are most
likely). White dwarfs (which were once red giants) may have once supported habitable planets, but they were burned when the star became
a red giant. Binary stars can support habitable
planets, and although rare, this is not impossible,
as Tatooine shows. This is possible if the stars
are close enough to each other so that the planet
orbits both stars, or the stars are so far apart that
the planet can orbit around only one of the stars
(this will almost always be the case). Trinary
stars could also support habitable planets, but
this is even less likely.
Other Planets
The gamemaster, at his option, can elect to
detail the rest of the system. This is a matter of
choosing the types of planets and their names,
and provided you don't start explaining the detailed astrophysics of the system, odds are likely
no one will complain.
In general, terrestrial planets will occupy the
inner orbits of the system. Next will be the gas
giants, possibly followed by frozen rock planets.
Gas giants will be the only planets capable of
supporting habitable satellites. Most satellites for
terrestrial planets will be little more than hunks of
frozen rock and ice, although they could be a large
"companion" satellite. Gamemasters can list other
planets on the Planet Log. Moons of particular
importance can be listed afterthe planet they orbit
(in the text, listed moons are italicized.).
Designing Lifeforms
One of the final steps in designing a planet is
deciding the lifeforms that inhabit it. However,
for game purposes the gamemaster will never
need to completely define the biosphere.
When designing lifeforms, itis most important
Plains
I2B
Desert
k~.;;:i Swamp
~ Forest
~ Jungle/Rain Forest
The Star Wars Planets Collection
Barren Rock
J<,
Volcano
Water
~ Urban/Industrial
Craters
Plateau
City
Hills
'Y\
Canyon
Spaceport
'\'\
Mouutaius
Ice
Site of Interest
""
2S
aR-PP!:la!!n~e;!t;';G~e:!ln~e:!;ra:!:t!!i20:!ln~S~y~s:!t~e~m!.:=============================;;sr.~
WARS""""
12
13
Planet Function
Planet Type
(Ro1l2D)
Abandoned Colony
Academic
2-9
10
11
Administrative/Government
14-21
Agricultnre
Incompatible Conditions: Asteroid Belt, Artificial
Planet Type; Barren Terrain
22
23
Terrestrial
Satellite (Normally gas giant)
Asteroid Belt
12
Artificial
Optional Modifiers: -2 Population (initial roll only)
Colony
Disaster
Terrain
24
25-26
Entertainment
Exploration
31
32-33
34
35-41
42
Hidden Base
Homeworld
Luxury Goods
Manufacturing/Processing
12-13
14
15-16
Mining
Natnral Resources
Research
Service
21-24
25-26
31-32
11
12
13-16
21-22
23-24
25
26-31
32
33-42
43-45
46-52
53
54
55
56
61
62
63-66
26
Alliance/Federation
Anarchy
Competing States
Corporate Owned
Dictatorship
Family
Feudalism
Guild/Professional Organizations
Imperial Governor
Military
Monarchy
Organized Crime
Participatory Democracy
Rebel Alliance
Representative Democracy
Ruler by Selection/Rite
Theocracy
Tribal
JUNGLE
Government
(Roll six-sided percentile dice)
GLACIER
Subsistence
Trade
Optional Modifiers: +3 Starport; +2 Tech Level
FORFST
62-63
64-66
CRATER flEW
DfSERT
51-55
56
61
CAVE
Military
Optional Modifiers: +3 Starport; +2 Tech Level
43-46
BARREN
33-34
MOUNTAIN
3541
OCEAN
42-44
PLAIN
4546
PLATEAU
51-52
URBAN
53-61
WEfLANDS
62-63
VOLCANIC
64-66
SPECIAL TERRAIN
~,=~==============================~p:!:la~n~e;,t~G~e~n~e~r~a~ti~o~n~S~y~s~t;;e~m
Hydrosphere
Temperature
(Ro1l2D)
(Ro1l2D)
(Ro1l2D)
2
3-4
Zero Gravity
Light
5-11
Standard
Heavy
12
2
3-9
)0
11
12
2
3-4
5-9
10-11
12
2
3-4
5-9
10-11
Arid
Dry
Moderate
Moist
Saturated
12
Atmosphere
Population
(Ro1l2D)
Basic Range
(Roll JD)
None
Type I (breathable)
Type II (breath mask suggested)
Type III (breath mask required)
Type IV (environment suit required)
1
2-3
4-5
Population is
Population is
Population is
Population is
Searing
Hot
Temperate
Cool
Frigid
1-999
in the thousands
in the millions
in the billions
Length of Day
(RolllD; the result is in standard hours)
)-2
3-4
5
Roll
Roll
Roll
Roll
2D, add
10, add
10, add
10, add
10
20
25
30
)-2
3-4
5-6
(For exact numbers, roll 10 to determine if number is between IS or &-9. Determine to two significant figures. Roll 10)
1-3
4-6
Length of Year
first Die
1
2
3-4
5
6
75 local days
150 local days
225 local days
300 local days
375 local days
Tech Level
Starport
(Ro1l2D)
(Ro1l2D)
2
3-5
Landing field
Limited
services
6-8
9-11
)2
Standard class
Stellar class
Imperial class
2
3
4
5
6-7
8-12
Stone
Feudal
Industrial
Atomic
Information
Hyperspace
27
FP:!:la~n~e;;tLG~e:!:n~e:!:r.:!a!!ti~o:!:n!.S~y~s~t~e:!lm~=============================:;:'TAR...
WARS""""
to remember the relationship the lifeform will
have with other organisms in its environment.
The following general concepts should help you
develop interesting and unusuallifeforms.
Life
Animals are life forms that must secure food
already organized into organic (carbon-based)
substances. In other words, they generally cannot
derive their sustenance from sunlight or soil, but
rather must hunt down plants and other animals.
Plants are lifeforms that manufacture their
own food from inorganic substances. Often they
draw energy from sunlight and nutrients from
soil; in nutrient poor environments they may
consume other plants and animals.
Bacteria are single-celled life forms. They can
be both useful and harmful to other life forms.
Viruses are pure genetic material wrapped in a
protein coating. When a virus is introduced to a
new life form, it replaces the host's genetic material and starts replicating itself, spreading
throughout the host.
Relationships
Commensal relationships are ones in which
one organism coexists with another. The first
organism derives some benefit from its coexistence, while the second organism is neither
harmed nor benefits from the relationship.
Parasitic relationships are ones in which one
organism coexists with another. The first organism derives some benefit from the relationship,
while the second organism is harmed, but not
killed, by the relationship.
Predatorrelationships are ones where the first
organism benefits from the second organism,
but also kills it, meaning that the predator must
continually hunt down new forms of prey.
Symbiotic relationships are ones in which two
organisms coexist, and both of them benefit from
their association with the other organism.
Intelligence
Non-intelligent organisms are controlled by
their genetic code and the nature of their environment. They are merely reactive.
Physical reflex organisms respond to external
stimuli in variable ways. This is not a cognitive
28
Sentient organisms are the highest state of intelligence known in the Star Wars galaxy. The organism has the ability to imagine, dream, divine the
consequences of events based on past experiences and gauge the probability of future success
given previously acquired knowledge. Emotions
can be tempered, instilled, altered. The culture of
such beings can define things like good and evil in
esoteric ways. These creatures can invent new
things, create and test theories, or develop artificial worlds with no basis in real experience. True
sentience is a rare development.
The Details
Within this framework, virtually every social
relationship between any form of life can be defined. Once the situations are defined, the gamemaster can define how the lifeform moves, any
unusual attacks or defenses, the lifeform's social
structure and needs, and other factors.
For more information on the nature oflifeforms,
see Star Wars: The Roleplaying Game, Second
Edition and pages 3 and 4 of Galaxy Guide 4: Alien
Races.
--sTA...
P~==================================~B~a:!!r:a:!:IO~u
-WARS
Baralou
Baralou
Type: Tropical ocean
Temperature: Hot
Gravity: Standard
Terrain: Ocean, jungle islands, barren rock island~
cessing
Government: Solitary tribes (Multopos), feudal and solitary tribes (Krikthasi)
Orbital Bodies:
Name
Baralou
Alau Belt
Masalou
Yaralou
Tanalou
Planet Type
tropical ocean
asteroid belt
barren rock
saturated terrestrial
frozen rock
Moons
4
o
o
o
o
World Summary
The water-rich Baralou system offers mineral
wealth, abundant natural resources and vast
trade potential for those who happen upon it.
The most remarkable planet, Baralou, occu-
System Datafile
Baralou system, star: Baralou, yellow star.
Four planets in system with asteroid belt in
second "orbil." Baralou (innermost orbit)
is the only habitable planet in system.
Planet is a warm, tropical world noted
for immense tidal changes. Baralou seems
to support an intelligent amphibious civilization. Some independent traders conduct
a small amount of trade on this world. Visitors are advised to proceed with caution
because this is an extremelyprimitiveworld.
System Summary
The Baralou system has much to offer, yet it is
still a backwater world due to its distance from
major trade routes. There is no permanent Imperial presence in the system. Afew free-traders have
profited handsomely from theirvisits tothis world.
The Alliance views the Baralou system as an important source of food because of the large algae
harvesting and processing facility, Aqualis Base.
Baralou's four orbiting moons create dramatic
tides and storm fronts, causing constant flooding
of the islands. Another problem is the toxicity of
the terrestrial plant life - most fruits and vegetables have traces of a potent poison. In game
terms, if a character (Human or alien) has five
servings of Baralou vegetables or fruits within
three local days, he must make an Easy stamina
check or suffer2D+2 damage. For each additional
serving, check again and increase the damage by
ID. If the character can go three days without
eating any native plants, his system will have a
chance to recuperate from the poison. Creatures
from this planet can metabolize the toxin, so
meat is not dangerous to consume.
29
_EB~a~ra~I~0:l:U~==================================~STAA.
WAIU""""
Tropical Islands
The islands of Baralou support a variety of life
forms even though they are constantly assaulted
by storms (tides sometimes rise over 50 meters).
The island beaches are a mixture of items
washed up from tbe oceans - soil, sand, rocks
and shells. Further inland, and farther away from
the most devastating tides, low bushes and trees
can be found. Because of the violent changes in
conditions, plants on Baralou have very deep
root systems. As a defense mechanism, most of
the plants secrete some kind of toxin. Most of the
plants grow year round.
Many kinds of animals are on the islands,
including insects, amphibians, birds, reptiles
and mammals. Most have some kind of adaptation to survive the flooding and storms, including
gills, the ability to go into hibernation when
submerged in water, or flight capability.
A Planet of Riches
The plentiful gemstones of Baralou - sasho
gems, kuggerags, rubies, diamonds, jasse heartsare formed as a result of the tremendous internal
'pressures of tbe planet and can be found on nearly
every island. The native Multopos are perfectly
willing to let free-traders gather as many gems as
they wish as long as tbere is a "fair exchange" of
merchandise. Due to tbeir ignorance of the true
worth of these gemstones, they are willing to trade
a one-kilogram sasho gem (with an open market
value of 5,000 credits) for a blaster pistol and a few
30
.....ITAII:R~====================================:.B~a:::ra~l~o~u
_AU
that a tidal wave is approaching - if the characters see a patrol suddenly dive toward the ocean
floor, it is a good idea to follow suit.
Treppok
Type: Placid aquatic omnivore
DEXTERITY 2D
PERCEPTION 2D
STRENGTH 6D
Special Abilities:
Teeth: STR+2D damage. If a character is wounded, he or
she must make a Moderate Dexleritycheck to avoid being
swallowed.
Move: 45 (swimming)
Size: Up to 30 meters long
Scale: Creature
Orneriness: 4D
The treppok are perhaps the most spectacular of Baralou's undersea creatures. They are
large, brilliant red fish, up to 30 meters long.
Their tails have six fins, with another six fins at
the midpoint of their bodies. They have a flexible,
but very strong interlocked skeleton (the
Krikthasi build homes from their skeletons).
These solitary creatures feed on everything from
plankton to fish.
These creatures are peaceful, but the Krikthasi
have learned how to manipulate them. Through
use of what they call a "treppok call," they are
able to produce sounds that terrify the large
behemoths. By positioning several Krikthasi kilometers apart, they can force a treppok to swim
wherever they want it to go.
Treppok only fight in defense, or unless frightened by the Krikthasi "treppok call." If the latter,
they will attack anything that moves. They attack
by attempting to bite or swallow whatever they
can catch.
Grotseth
Type: Aquatic predator
DEXTERITY 3D
PERCEPTION 2D
STRENGTH 3D
Special Abilities:
Teeth: STR+ 1D damage
Razorded Scales: Grotseth are covered with small, razorsharp scales which cause 4D damage whenever a character makes contact with the creature and fails a Moderate
brawling parry or Dexterity check to get out of the way.
Move: 16 (swimming)
Capsule: Grotseth (the same word is used for singular and plural forms) are the most aggressive and
dangerous fish in the oceans of Baralou. They hunt
in packs (a normal pack has several full-grown
adults and many pups), and they attack any creature that appears weaker or smaller than them.
These creatures can be a menace to any being in
Baralou's oceans and can be attracted by major
disturbances (such as combat between different
groups).
Undersea Action
When fights occur underwater, keep the following tactics and tips in mind:
Lightsabers don't work well under water. They boil up
the ocean and spin around, requiring a Moderate Dexterity
roll to hold onto or pick up.
Characters use their swimming codes for movement and
dodging.
When a grenade goes off underwater, it does 4D damage
to everyone within its entire range. Victims at close range
can be wounded, but all others take stun damage only.
This is because water is tremendous conductor of concussion waves.
Multopos
The Multopos are tall, muscular amphibians
that populate the islands of Baralou. They have a
thick, moist skin (mottled grey to light blue in
color), with a short, but very wide torso. They
have muscular legs and thin, long arms. Trailing
from the forearms and legs are thick membranes
that aid in swimming. Each limb has three digits.
Their heads have long snouts, with three sets
of gills immediately below the lower jaw. They
eat small herbivores and plants. Their large,
bulbous eyes are set deeply into their skulls.
Multopos
Attribute Dice: 120
Attribute Minimum/Maximums:
DEXTERITY 2D/4D+ I
KNOWLEDGE ID/4D
MECHANICAL OD/3D
PERCEPTION 2D/4D
STRENGTH ID/4D
TECHNICAL OD/ID+2
Special Abilities:
Webbed Hands: Due to their webbed hands, Multopos
suffer a -1 0 penalty when using any object requiring fine
manipulation of controls.
Dehydration: Any Multopos out of water for over one day
must make a Moderate stamina check or suffer dehydration damage equal to 10 for each day spent away from
water.
Membranes: Multopos have thick membranes attached to
their arms and legs, giving them +10 to swimming.
Aquatic: Multopos can breathe both air and water and can
withstand the extreme pressures found in ocean depths.
Move: 7{9 (walking), 1I{14 (swimming)
Size: 1.6-2 meters tall
Multopos Tribes
The Multopos form tribes and generally reside
toward the center, and thus the safest, portions
of an island. They build simple structures out of
soil and sand, which they mix with adhesive from
certain tree trunks. The resulting buildings are
sturdy, but very light and float in water.
Multopos tribes are quite traditional. lndi-
31
_BB~a:!::ra~I~0:l:u~==================================='TAR...
HAU-
Multopos
32
Krikthasi
The Krikthasi are large marine mollusks, with
long, flexible bodies. The Krikthasi have four small
but very well developed eyes, and two openings at
the forepart of their bodies. They have four tentacles immediately behind the eyes. One mouth is
used for eating, while the other intake forces water
into the Krikthasi's body. The water is forced
through a series of muscles, and expelled through
a group ofvents at the rear of the body, allowingthe
.....sTAIP~====================================::..!!B~a~ra~l!:;o~u
-WARs
creature to propel itself at speeds of up to 40
kilometers per hour. The other end ofthe body also
has four tentacles, as well as several pairs of dorsal
fins (the exact number varies depending upon
ancestry).
The creatures are highly intelligent. Their
"natural" coloration ranges from black to brown,
but they have chromanins that allow them to
communicate bychanging color. Not only is color
important, but the iocation, speed, pattern and
fluctuation of color allows them to express very
complex concepts and emotions. Imperial biologists have yet to decipher their language, but
they believe that blue and shades of green represent aggression, yellow represents territory and
red or orange indicates a willingness to discuss
or negotiate.
I(rildhasi
Attribute Dice: 110+2
Attribute Minimum/Maximums:
DEXTERITY 1D+2/4D+1
KNOWLEDGE 1D/2D+2
MECHANICAL 1D/3D+2
PERCEPTION 1D/4D
STRENGTH 1D/4D+1
TECHNICAL OD/ID+2
Special Abilities:
Color Change: The Krikthasi can change their skin coloration, with precise control over color, location of change,
speed, pattern and fluctuation of color.
Swimming: At the time of character creation only, Krikthasi
receive 2D (or every ID placed in swimming.
WaterSensitive: Krikthasi take 5D damage for every minute
they are out of water.
Story Factors:
War-like: Krikthasi are aggressive and violent.
Move: 3/6 (walking). 12/15 (swimming)
Size: Up to 2.5 meters long
Krikthasi Society
The Krikthasi are an aggressive, violent and
territorial species. Their societyis veryfragmented,
with several large and powerful fiefdoms controlling the majority of the ocean. Each fiefdom, called
a junieuw, is ruled by an osi, normally the most
powerful warrior of the territory. The osl's family
controls portions of the territory, directing individual tribes. There are also many independent
tribes scattered around the oceans of Baralou.
Many times the osis will declare a war in an
attempt to capture new hunting territories (the
Krikthasi are carnivorous and rely upon schools
of fish for food). Border skirmishes are also very
common.
33
EB~a!!:ra~lo~U~====================================:::;~'TAA
WAUBARALOU DIAGRAM
Aqualis Base
Base
Weather Sensor
ArraY~
Command
Feeder
Chutes
Magl'lkkan Temple
This Krikthasi temple is located at the base of
a large undersea mountain. It is controlled by the
Undrarian junieuw, and is used for ritual combats and important feasts. The base of the temple
is built from carved and flattened sheets of
treppok bone, with many sculptures of coral. The
floor is dyed many different colors.
The temple is constantly patrolled by at least
four warriors. Any visitors who approach the
temple will be attacked. The Krikthasi will fight to
the death to protect the temple. If a celebration
is underway, the warriors will fight amongst themselves for the right to attack the "invaders."
Adventure Idea
Aqualis Base
Ostensibly, Aqualis Base (known as Aqualis
Baralou Algae Processing Plant #T-18) is owned
by the Aqualis Food Conglomerate. In reality, itis
an Alliance food production plant. It is managed
by Fez Devvol and has a staff of 30 fulltime
workers and over 100 droids. The workers harvest the algae with sealed aquapods, while the
droids are primarily responsible for maintenance.
34
Adventure Idea
The characters are sent to Aqualis Base for a
minor mission and are introduced to the Krikthasi
by Devvol. During the meeting, Devvol will supply
some weapons to the Krikthasi. Devvol will encourage the characters to make a brief stopover at a
nearby island -one with aMultopos tribe that has
been attacked by the Krikthasi. As the characters
learn more about the Krikthasi's sinister nature,
they may be inclined to get involved.
This situation places the characters In the
difficult situation of either encouraging needless
death on both sides of the conflict, or trying to
mediate what appears to be a hopeless situation.
--STAAI~====================================~c~e;!l.::a!:ln::;o~n
_AU
Celanon
A World of Contrasts
Celanon
Type: Agricultural plains
Temperature: Temperate
Gravity: Standard
Terrain: Plains, forest. urban
Length of Day: 32 standard hours
Length of Year: 187 local days
Sapient Species: 81th, Duros, Humans, Nalron! (N)
Starport: 1 Imperial class
Orbital Bodies:
Name
Planet Type
CelanoD
Moons
agricultural plains
World Summary
Celanon is an infamous commerce world and
the prime planet for the Celanon Spur trade
route. With the rise of the Emperor's New Order,
the underground economy has grown to scandalous proportions.
Celanon City is the only substantial cityon the
world, with a population of over 50 million (only
10 million are permanent residents, including
two million Nalroni).
The native Nalroni regulate all trade through
Celanon Spaceport and derive tremendous revenues from tariffs and bribes. TheNalroniaresome
of the most skilled negotiators and merchants in
the galaxy, and their merchants guilds and trading
consortiums are extremely wealthy and influential
throughout the sector. Just about anything can be
bought, soid, or stolen in Celanon City.
Outside of Celanon City, the world is dedicated to agriculture. The terrain consists of gentle
rolling plains and low hills. An extensive river
network feeds the lands of Celanon. Celanon
exports many different grains and vegetables.
Celanon has two prime businesses: trade (restricted to Ceianon City) and agriculture (to be
found everywhere eise). A generally temperate
world, the huge clan-run farms of the Nalroni cover
the continents, producing grains and vegetables
for export to hungry and wealthy planets throughout the sector. The world's dominant terrain is
rolling fields, with many sections of lush forest.
Most visitors only see the sprawling spaceport of Celanon City. It is the only true city on the
planet, standing tall in the middle of simple farms.
Celanon City
"Celanon City - if it's anywhere, it's there. "
System Datafile
Celanon system, star: Nalros, yellow star.
One planet in system (Celanon).
Celanon's only city, Ceianon City. is a
major trade center in the Outer Rim Territories. Celanon is an Imperial-allied world
ruled by the native species, the Nalroni.
Visitors to Celanon are restricted exclusivelyto Celanon City. Over 50 million people
live in Celanon City.
From Celanon Spaceport Central:
35
__
WARS""""
r0;2~===================~'TA
~Ianon
city has extended the to property limits proscribed by the charter that established the city,
resulting in architects designing taller buildings
in order to meet demand for office, warehouse,
trading and retail space.
Over 50 million residents of every species
make the city a microcosm of the galaxy. lt is a
place where the very wealthy mix with the very
poor, and has a high transient population. Billions of metric tons of goods pass through
Celanon's sphere of influence every year.
The streets of the bustling city are crowded
around the clock. Like most other worlds, prime
business hours are during the day, but nightclubs, street traders and restaurants, located in
every corner of the city, keep the pace of life at a
fever pitch no matter what the hour.
The city is roughly circular and divided into
several distinct districts, including the spaceport, diplomatic section, spacers' section, transient residences, trade consortiums and guilds,
Imperial military facilities, market district, corporate zone, and governing zone. The Nalroni are
deeply concerned about the prospect of their
native culture being contaminated by outsiders,
so the outside of the city is ringed by a huge wall,
10 meters tall. Passage to the outside is granted
only to Nalroni or special guests under the direct
supervision of a Nalroni, and is allowed only
through specially designated gates.
36
Spaceport
The most prominent district of the city is the
spaceport region, where all of the small freighters,
bulk freighters, and shuttles are docked among
thousands ofbays. With the ever increasing level of
business over the years, the spaceport buildings
have been continuously rebuilt. Within theskeletal
frames of the spaceport buildings are cantinas,
spaceship repair and modification shops, small
cargo companies and other businesses dedicated
to the needs ofspacers. These businesses are more
expensive than in other sections of the city, but
they are also more convenient than travelling
around the city.
Since everyone who visits Celanon City must
arrive via the spaceport, this section of the city is
always a center of activity. fn addition to the
tralfic of legitimate traders and crewmembers,
petty criminals and smugglers comb the streets
and alleyways of the district. The spaceport has
all of the drawbacks of modern Imperial cities overcrowding, overpriced goods, and crime. Visitors will also see a large number of Nalroni traders, guild inspectors, and security officers, along
with regular Imperial patrols. While the Imperials are present only to keep order, the Nalroni
encountered in this section are ever watchful to
make sure that the trading guilds are awarded
their "fair percentage" for the business that is
transacted within city boundaries.
-Sl'AP~===================================-c~el~a~n~o~n
_AU
Money Buys Security
Characters visiting Celanon will be treated to
the Nalroni way of life even before landing. Visitors
landing in the city are asked their preference of
facilities - "economy" or "trader" docking bays.
Anyone with any experience in the sector will know
enough to purchase trader bays.
A berth in an economy bay is 150 credits per
local day (pricey by most standards), with standard maintenance and restocking costing about
150 percent of the cost of other spaceports (base
fee is IS credits; see the costs listed on page 30 of
Galaxy Guide 6: Tramp Freighters for more information). Refeuling costs are in-line with other spaceport locations, but the costs of repairs and overhauls are up to five times as expensive as normal
(and highly variable, depending upon the model of
ship, the local availability of parts and what the
mechanic thinks of you).
The basic cost for a trader bay is 250 credits per
local day, but maintenance and restocking is available at the standard cost (base fee is only 10
credits). However, trader bays offer something
that the economy bays do not - security. Wealth
and status can buy anything in Celanon, including
the law, and it's well known that trader bays are
Celanon Spaceport Control has the unenviable job of making sure that the thousands of
ships in orbit and arrivi.ng in the city are properly
routed to avoid collisions and other incidents.
The huge building, nearly 140 stories tall, is constantly abuzz with activity. In addition to traffic
control, the planet's customs offices are also
based in the building.
Diplomatic Section
This section is dominated by modem buildings
ofeveryarchitectural style. Planetarygovernments
and large corporations have located their headquarters in this section of the city. It is within these
large buildings that billions of credits are traded
every day, as worlds seek a regular supplier of
droids, blasters, food, computer goods orrepulsor
vehicles, while other planets try to sell off their
goods at the highest price possible. This section is
big business at its most influential.
The sights and sounds of this section are
overwhelming - representatives of the corporations and planetary governments are always on
the go and always trying to be the first, the best,
and the most noticed. Fashion and attitude are
taken to nearly obnoxious extremes, and there
are constant social events for these young executives to show off themselves. Luxury airspeeders
are the rule, and everyone is dressed in the latest
styles from around the galaxy. Imperial troops
keep a Vigilant eye over these sections, always
Spacers' Section
The spacers' section is much like the spaceport section, but it is less expensive and a good
deal more dangerous. The open air markets fill
every street and alleyway, offering goods of questionable origin, from blasters to used starships.
Other common businesses are small trade companies - they are contacted by other companies
that need a cargo, no questions as to exactly
what please, taken somewhere else, and soon.
The trade company then finds a tramp freighter
or bulk freighter to make sure that the cargo
arrives safe and on-time, taking a healthy commission for their efforts.
Many companies are run or owned by the
Nalroni, so deals are seldom generous or entirely
upfront. Characters take their chances when securing cargos, but the money is there for those
who know how to work the companies and the
streets.
37
~c~e:!:la~n2:o~n~==================================:;STAR
_
WARS""""
Imperial Military
Facilities
This is the most restricted section of the
entire city. Within the
confines of the fivemeter tall walls, space.1 port facilities, troop bar'I
racks, ammo dumps,
armories and adminis~mA:.~ trative buildings keep
GovernorSykarandthe
Empire firmiy in control
of the city (or so the
Nalroni would have the
Empire believe). Five
full army battlegroups
are stationed within the
city at all times.
Transient Residences
Celanon City has one of the most fluid populations in the galaxy, and all of those traders need
someplace to rest their weary bones. Covering a
good chunk of the eastern section of the city,
these neighborhoods tend to be overcrowded
and expensive. While they aren't dangerous in
terms of street crime, they are excellent places to
"disappear" from sight for a little while. As a
consequence, criminals fleeing the law, Imperial
draft dodgers, disgruntled corporate types and
others with something to hide tend to end up in
these neighborhoods.
38
.=.
Market District
Corporate Zone
While the deals are cut in the diplomatic section, the rank and file workers of the corporations are to be found in this section of the city.
The routing of goods is handled by the corporate
offices in this sector, as are corporate intelligence networks. Smaller corporations have their
headquarters in this section of the city since they
can't afford the diplomatic sector. The area is
relatively safe, with a moderate Imperial presence. Nalroni will be observing and directing
trade everywhere, but it is an excellent section in
which to find long-term freight contracts.
Governing Zone
Even the trade guilds need a bureaucracy to
enforce their dictates. The governing zone is
where all of the petty bureaucrats cluster, and
where characters in trouble go to try and get out
of trouble.
Of course, the Nalroni character lends itself to
corruption and bribery. Individuals who have
been particularly offensive are reported to some
.....ITAlip~==================================~C;;e:!:la~n~o~n
_AU
CELANON DIAGRAM
Celanon City
L-
...... c
The Gates
The Nalroni carefully regulate the passage of
individuals within sectors of the city. The gates
are where identification cards are checked, and
are also an added source of revenue, since each
individual must pay a set fee of two credits each
time they pass through a gate. The Nalroni don't
allow visitors to leave the city and venture to the
countryside. Passage to the farms is only through
the gates on the outer boundaries of the city.
An Agricultural World
The beautiful rolling plains and forests of
Celanon are seldom seen by off-worlders, yet
from this land comes grain, vegetables and meat
to feed planets throughout the sector.
There are six main continents (Cekbar, Arradi,
Holvi, Runnor, Jelldar and Desetur), providing
ample living space and a wide range of climates
Orbital Fleets
The upper atmosphere and low orbit of Celanon
is one of the busiest trading areas in the sector.
All manner of bulk transports and container vessels constantly circle the world, while representatives from the ship's company try to make a
profitable deal. All of this takes place under the
watchful eye of the Imperial Navy and the Nalroni
planetary patrol. Due to the inordinate amount of
traffic around the world, visitors often have to
wait several hours before they can be cleared for
a flight path to the world.
A Dangerous Doublecross
Just as the Nalroni way of life has always been
to keep every option open, so the Nalroni are
39
(C~e:!:la~n~02!ln,-=====================================:;:;'TAR.
WARS""""
Nalroni
Nalroni
Nalroni
Attribute Dice: 120
Attribute MinimumjMaximums:
DEXTERITY lDj3D+2
KNOWLEDGE lD+2j4D+2
MECHANICAL lDj4D
PERCEPTION 2Dj4D+2
STRENGTH lD+2j4D
TECHNICAL lDj3D+2
Move: 9j12
40
_RS
Essowyn
::'1!,
.~B:========================.!~~
.
Essowyn
Essowyn
System Datafile
Saurton system, star: Saurton, yellow
star. One planet, Essowyn, in "second orbit," with two thick asteroid belts in "first"
and "third" orbits.
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Dry
Gravity: Standard
Terraln: Cratered plains, cratered low hills
asteroid belt
cratered plains terrestrial
asteroid belt
Moons
World Summary
The Saurton system is remarkable for its twin
asteroid belts, rich with minerals and metals, and
its lone world, Essowyn.
Several large mining corporations have facilities located in and near the asteroid belts. The
companies are very protective of their claims,
and unauthorized travel into the belts is strongly
discouraged, although many free-traders visit
the mining installations to sell their wares to the
miners and their families.
Sandwiched between these two belts is
Essowyn, a valuable but battered world that is
home to the Saurton, a sturdy species of hunters
and miners. The world has become a base of
operations for many mining companies, exporting metals and minerals to manufacturing systems throughout the Trax sector. The world is
constantly pelted by the debris of the asteroid
belts. The civilization is entirely subterranean.
The surface is a combination of plains, mountains and meteorite-<:reated craters. Roaming these
The System
The Saurton system has two asteroid belts
one inside and one outside of the orbit of its onl;
planet-sized body, Essowyn.
The asteroid belts are rich in ferrous metals,
but the system is so far from the major trade
routes that only six of the major mining
consortiums can afford the cost of operations in
the system. Because the companies are fierce
competitors, the Empire keeps a close watch
over all activities in this system, but allows the
companies to vigorously protect their claims:
virtually any ship that enters a claimed portion of
the asteroid belts will find itself facing a great
deal of hostile weaponry.
Each company has at least one space station,
and normally several smaller bases on individual
asteroids. Container ships visit the system on a
regular basis, and several free-traders have been
granted permits to sell consumer goods and
41
EE~SS!:O~WY~:l;n!.:====================================;:;'TAll
WAar-
Essowyn
Essowyn's many islands and continents are
covered with mountains and grasslands. Some
forest areas can be found in the mountain areas,
but the constant grazing of the hoska herds
prevents any but the most meager tree and bush
growth on the plains. The world's entire surface
is pockmarked with craters from the many meteorites which constantly pelt the planet. Despite a
pleasant climate and ample water, the barrage of
debris makes the surface almost uninhabitable,
requiring all permanent structures to be underground.
Essowyn's atmosphere is turbulent, due in
large part to the temperature fluctuations caused
by the world's slightly erratic orbit. The four
orbiting moons (really little more than captured
asteroids) influence the oceanic tides, creating
42
Saurton Cities
The underground Saurton cities are dangerous, overcrowded and a health hazard to all but
the Saurton. Most cities were established thousands of years ago, and grew out of deep warrens
that had existed for many more centuries before
then. Huge, multi-layered tunnels are hollowed
out of the ground, with massive support beams.
Individual rooms and groups of rooms are also
hollowed out of the ground. Massive air ducts
and water shalts bring fresh air and moisture
down into the cities, and each city has a series of
connecting tunnels the reach to the surface.
Most of the cities are a minimum of 100 meters
deep, and are far enough from the surface to
sustain only minimal damage from meteorite
impacts. With the advent of starship travel, many
cities have constructed expansion shafts large
enough to accommodate freighters and shuttles,
although the majority of visiting ships head to
the corporate complexes.
These cities are breeding grounds for many
dangerous strains of bacteria because of the
squalor and filth that the Saurton are willing to
live in. While the bacteria present no threat to the
~t;~"~====================================:.,!;E~S~S02:WY~2:!n
Saurton, Humans and aliens must be extremely
careful in these cities lest they contract a contagious disease (most corporate complexes have
decontamination booths which everyone must
enter when they return to the complex).
Visitors to the cities will feel the tension of the
imminent political showdown the Saurton people
are headed toward. Traders do everything in
their power to avoid travelling to the cities, instead preferring to deal with Saurton only at
mining facilities.
Mining Companies
Mining companies establishing operations on
Essowyn are granted charters for aset number of
years and are given absolute authority over a
43
EE~5~50~wy~:!:n!.:====================================;'TAA...
WAIU""""
44
Special Abilities:
Horns: STR+ 10 damage
Trample Attack: STR+ ID+2 damage
Move: 5
Size: Up to 2.7 meters tall at the shoulder
Scale: Creature
Orneriness: 40
Terecon
The natural enemy of the hoska are the reptilian terecons. These large animals have short,
powerful legs. Standing barely a meter tall, these
four limbed creatures are found in groups of a
least a dozen and can strike out at a hoska herd
with amazing swiftness. They are burrowers and
bury themselves in the ground while lying in wait
for a hoska herd to pass by (they can wait for
months between meals). Watching a group of
terecons leap from the ground with no warning is
an amazing, if horrifying, sight. The mere scent of
a terecon can cause entire hoska herds to stampede, a fact which Saurton hunters use to great
ssowy"
;::.I!.RD====================:.~~~
..
..RS
Saurton
DEXTERITY 3D+2
PERCEPTION 2D
STRENGTH 2D
Special Abilities:
Armor: +3D to Strengtll (physical and energy)
Bite: STR+SD damage
Move: 22
Size: I meter tall, up to 8 meters long
Scale: Creature
Sa urton
The Saurton are thin, golden-skinned, bipedal
reptiles. Tall, strong and quick, they possess great
stamina and a fierce hunting instinct. They are
warm-blooded, and can survive in cool weather,
but also lay eggs. They are aggressive and combative, and generally not well-liked by other species.
The Saurtons' advanced immune system allows
them to avoid the diseases and infections that
plague other species. Because of this, the Saurton
can reside in unsanitary conditions with no adverse affects, and they are often carriers of diseases.
Due to the continual meteorite impacts upon
the surface of the world, these people have developed an entirely subterranean culture. With the
abundance of metals, they also developed advanced technology. They had developed radiowave transmission devices, projectile weapons
and advanced manufacturing machinery before
their discovery by a mining expedition several
centuries ago.
Saurton society revolves around immediate family. Children are given a general education from
birth until their 12th year, at which time they
choose a career and begin intensive training at one
of the career academies (unless they choose to
become a hunter, at which time they are chosen by
a hunting company and receive training in the
field). Saurton normally choose their mates from
within the same occupation, and normally raise
anywhere from eight to a dozen children.
The most prestigious career is that of mining
executive because that is the job responsible for
. producing the most wealth for the planet. These
executives receive excessively large salaries and
have no lack of luxury goods. The only way to
become an executive is to start as acommon miner
45
WAIU""""
~E~S~s02wy~~n!.:====================================~'TAll
---~I---------------
Dual Laser
Cannons
Sensor Array
Dish
Cargo Access
Hatch
Hyperdrlve MuJUpUer: x2
Hyperdrlve Backup: xiS
Hyperdrive
Engines
Hull: 5D
Shields: 10+2
Sensors:
Passive: 20/00
Scan:30/lD
Search: 40/10+2
Focus:2/2D
Quadex
Power Core
Weapons:
Dual Laser Cannons (fire-linked)
Fire Arc: Front, right, back
Crew: 1
Skill: Starshlp gunnery
Fire Control: 20
Space Range: 1-3/6/10
Atmosphere Range: IOo-30G/600/1
Damage: 60
Escape
Pod
km
Sublight Drive
Engines
Laser Cannon
Fire Arc: Front, left, back
Crew: I (can be remotely controlled
Irom cockpit at fire control OD)
.....
Cockpit
Adventure Idea
The characters are hired to bring a cargo of
blasters to a Corporate Complex, with the understanding that they are for security forces. Upon
arrival, they learn that their employer is actually
a Quenno organization that is planning to take
over a nearby city. Since the transfer is within a
Corporate Complex, the characters must try to
disguise the nature of the cargo or else they will
be gunned down for arms smuggling. They then
have a moral dilemma to solve for themselves:
Do they want to get involved in the revolution?
Should they try and reclaim the weapons so that
they will not have to worry about having a bounty
placed on their heads? Can they escape the Complex without being discovered? Will one of the
Oes'Mar groups discover what has happened
and attempt to hunt down the characters themselves, or try to attack the Quenno first?
Adventure Idea
A Saurton hunter approaches the characters
with a proposition. He would like the Rebels to stop
a bunch of traders that have driven the hoska
herds away from the city. If they can subdue the
traders, he promises that he will be able to sway his
46
_ - - - - Single Laser
Cannon
..J~
c;
_APi
Garnlb
.....ITA~p===================.;~
Garnib
Garnib
System Datafile
Hydrosphere: Saturated
Gravity: Standard
Terrain: Frigid oceans, glaciers, Islands
Length of Day: 35 standard hours
Length of Year: 432 local days
sapient Species: Ballnaka (N), Humans. Kubaz, Vernols
Starport: 1 limited services
System: Garnlb
Star: Garnlb (blue)
Orbital Bodl..:
Name
Planet Type
Garnlb
glacier covered terrestrial
Hultomo
Ice world
Mastala
frigid rock planet
Coomputu
frigid rock planet
Moons
o
2
o
1
. World Summary
The ice world of Garnib, home of the Balinaka
specles, is the onlysource ofthe addictive "Garnib
crystals," known throughout the galaxy for their
indescribable beauty. The world itself is very
cold (by Human standards), with several continents covered by glaciers dozens of meters thick.
The Ballnaka have carved entire underground
cities, called sewfes, with their settlements having a strange mixture of simple tools, ice sculptures and modern devices.
The world is also home to the wallarand, a
festival lastlng for 50 local days in the height of
the "warm" summer season. Thewallarand is the
ultimate expression of the artistic, carefree spirit
of the Ballnaka people, who lind art and joy in the
constant struggle against nature.
The gregarious spirit of the Balinaka calls to the
hearts of artists across the galaxy, and thousands
have emigrated to the frigid world. Within the
caves of ice, the artists find inspiration in the
System Summary
Garnib is the only life sustaining planet of the
four bodies orbiting the blue star of the same
name. Hultomo, Mastala, and Coomputu are all
dead, frozen hunks of rock and water. The distant
orbits of all of the worlds keep them in a near
perpetual state of twilight.
Were it not for the ingenuity of the Ballnaka,
Garnib would be an ignored and valueless world.
However, the Balinakan love for sculpting ice and
a chance discovery by Balinaka artists resulted
in the fantastic and mesmerizing Garnib crystals.
The planet is owned and run by Galactic Crystal
Creations (GCC), an employee-owned corporation, so while it is a "corporate world," it is also a
world where the people have absolute say over
how the company, and thus their civilization, is
managed.
47
(G~a!.!:r.!ln!!ib~==================================:::::;:;rrAR...
WARS""""
Over the decades, the crystals have enraptured (some say addicted) millions, with some
people owning collections numbering in the thousands. The fame of the crystals and the Balinaka
reputation as lovers of art helped make the world
an attractive community for artists from allover
the galaxy. Many artists arrive with only the
clothes on their backs (hardly sufficient for the
numbing cold of the glacier winds). Invariably a
Balinaka family takes the artist into their home,
providing heat, food and support, at least until
they establish their own lives. Many of the most
respected artists of the galaxy lived on Garnib at
one time or another.
Garnib Crystals
Gamib crystals are the end result of a complex
manufacturing process that deftly mixes art with
science. The Balinakahave excellentvision and are
able to see in a much wider spectrum than Humans. Their tradition of making personalized ice
sculptures dates back thousands of years, and
ever since the first sculpture was carved by the
claws of these amphibious mammals, they were
judged on the basis of sheer physical beauty and
how the sculptures refracted light (of course, most
Humans cannot see the slight light refraction variations that to the Balinaka make the difference
between a crude sculpture and a true work of art).
The great sculptor Vornest Dep-thesel
Digarsarg first incorporated colored pumice and
small fragments of gemstones in one of his sculp-
48
.....sTAIlijR~===================================lG~a:.::r~n~ib
-WARS
Crystal Addiction
While Garnib crystals are beautiful and
captivating, they represent an "addictive
threat" to some. When placed in sunlight,
the crystals seem to pulse with a pure white
light. Beams of light, brilliant and constantly
fluctuating in color, will periodically shoot
from the crystal.
A very small number of people seem to
become addicted to these crystals upon first
viewing, and from that point on insist on
purchasing as manydifferentcrystalsas they
can. It is theorized that they are merely overstimulated by the ocular effects of the crystals and develop a psychological need to
have more and different experiences. Due to
product is sold to GCC, which in turn sells the
crystals to tramp freighters and companies (at a
tremendous markup) for distribution around the
galaxy.
A Beautiful World
The stark landscape of Garnib is beautiful in
its stark brutality. Great glaciers form huge artificial islands and deep valleys, as their bulk grinds
and reforms the land below. A great sea of solid
white creates a constant blinding glare, with the
ice only ended by the vast oceans and the rare
volcanic islands.
Few creatures make their homes on the sur-
Artist Communities
There are several artist communities of aliens
that have sprung up within Balinaka sewfes. Their
caves and lifestyles closely mimic the Balinaka,
with a common room and only small cubicles for
privacy. Each member has certain, regularly
scheduled duties, such as cleaning or cooking.
Still, even after a day's work (typically working in
a crystal factory or on a fishing ship), most artists
have several hours at their disposal for sculpture, song, or writing. These communities are
generally not as harmonious as the Balinaka
dens, but they are nonetheless close-knit.
49
.c::G~a~rn~ii!lb:.:================================:::;~'TA-
WAIU""""
'-
_.........~.
= -
Fishing Ships
The Balinaka, due to their amphibious nature,
have located most of their settlements near the
shores of the great oceans. The fishing ships,
also owned by GCC, are based in the massive
harbors of Garnib and go out every morning to
troll the oceans of the world. The work is back
breaking (even with most of the work being done
by droids), but the pay is high. Many Balinaka are
fishermen (regarding fishing as an art form of its
own), and many of the artists who have traveled
to this world find employment in this industry.
Settlements
All Balinaka families live in one of the sewfes.
Being the social creatures that they are, each
community has a large open area, called a heswe,
that serves as a meeting area, playground, market and religious center. Messages to the whole
community are posted here, and whenever there
is a celebration, artists donate ice sculptures,
while lights and holoflashers are placed. Fireworks, live music, dancing, feasts and costume
parties are integral parts of many community
events.
The WaHarand
Scheduled for the height of the summer season, the wallarandis a once a year event that is a
combination town meeting, stock holders meeting, party and feast rolled up into one. GCC
headquarters selects the sight of the wallarand,
and then each community sends one artist to
50
--STA.IiP~==================================::.~G~a~r~n~ib
-WARS
However, Imperial troops are constantly seen patrolling the grounds of the wellarand, which is a
source of tension, anxiety and resentment. ft is
amazing that open conflict has not erupted between the agreeable but fiercely independent
Balinaka and the Imperial officials.
Balinaka
The Balinaka are strong amphibious mammals native to Garnib. Evolved in an arctic climate, they are covered with thick fur, but they
also have a dual lung/gill system so they can
breathe air or water. They have webbing between each digit, as well as a long, flexible tail.
Their diet consists mostly of fish.
Balinaka have very sensitive eyes, being able
to see in a visual spectrum far exceeding Human
vision. In addition to a high degree of color
sensitivity, they have a series of membranes that
help them filter and control how they perceive
light - a Balinaka can look at a sculpture directly
in front of a blinding light and can adjust his
perception so that he sees only the sculpture.
The Balinakaare individualistic, but very close
to their families and larger community. They are
an agreeable people as long as they know that the
other people involved are also willing to agree or
compromise. They often refuse to debate issues
51
-(G~a!!:r~n!.!ib!..:==================================::;~'TAR
WAIU""""
--.~:
GARNIB DIAGRAM
,-.The Wallarand
.-
C.
/2.,...
"
<
"
~c
-'';'''
-';''';:''''_..l.....
o:;.;=....
Vernols
The Vernols are squat humanoids who have
emigrated to Garnib in great numbers. Physically, they stand up to 1.5 meters tall, with blue
skin; they have orange highlights around their
eyes, mouth and on the underside of their palms
and feet. Many of them have come to Garnib
simply to become part of what they feel is a safe
and secure society (much of their native society
was destroyed when a meteor collided with their
homeworld five decades ago).
They are natural foragers, adept at finding
food, water and other things of importance. Many
of them have become skilled investigators on
other planets. Others have become wealthy con
artists since they have a cheerful, skittish demeanor that lulls strangers into a sense of security.
They are fearful and territorial, but extremely
loyal to those who have proven their friendship.
Vernols are quite diverse and can be found in
many occupations on many worlds. Garnib is the
only world where they are known to live in large
Vernol communities.
S2
4"
,'.
."
"
<.'
., ,
"
'''';;'''
...1
.Vernols
Attribute Dice: 120
Attribute Minimum/Maximums:
DEXTERITY 1D/2D+2
KNOWLEDGE 1D/4D
MECHANICAL 1D/3D+ I
PERCEPTION 2D/4D+2
STRENGTH 1D/2D+2
TECHNICAL 1D/3D
Special Abilities:
Foragers: Vemols are excellent foragers (many have translated this ability to an aptitude in investigation). They
receive a + ID bonus to either survival. investigation or
search (player chooses which skill is affected at the time
of character creation).
Move: 8/10
Size: Up to 1.5 meters tall
Adventure Idea
Two Rebel agents on the run from Imperial
authorities need assistance getting to Garnib,
which would be an excellent place to hide. Everything seems to be working to plan, until the
Imperial troops decide that the characters' ship
would be a good place to begin spot checking for
smuggling. It becomes imperative that the characters somehow convince the Imperials that
"these are not the agents you're looking for," or
find some means to avoid the inspection entirely.
_AUGarnib
....sTAP~==================~~
Adventure Idea
The characters are hired to take a partial cargo
of Gamib crystals to the planet Zarsteck. During
their stopover on Garnib, an artist suggests that
GCC may be willing to offer them a long-term
contract (which would mean big profits), however,
nothmgcould be agreed on until the new corporate
officers are selected at the wallarand. Unfortunately for the characters. some long-term rivals
(~uch as bounty hunters, a competing freighter. or
dIsgruntled pirates) have followed them to Gamib
and v:an.t to kill them. The characters must dodge
the Vlllams for several days while waiting for the
wallarand to begin.
53
,;;r:G:so:!:rS~h!.:=================================~STAA...
WAIU""""
Gorsh
Gorsh
System Datafile
Temperature: Hot
Atmosphere: Type II (breath mask suggested)
Hydrosphere: Moist
Gravity: Heavy
Name
Planet Type
Gorta
Gorlan
Garth
Gartana
Garsala
Gortamni
Moons
11
I
I
12
2
11
World Summary
Gorsh is an obscure system, located in an
undeveloped section of the Outer Rim Territories. The world of prime interest, also named
Gorsh, is dominated by huge, but shallow salt
water oceans. Several chains of volcanic and
swamp islands dot the surface. These swamps
are home to many kinds of life-forms, including
the mysterious sentient plants called Organs.
Genetech Laboratories has exclusive rights to
develop and explore the planet Gorsh, and has
established an orbiting research lab. The world
has yielded many unique compounds that have
been turned into successful pharmaceutical and
medicinal products. The company has discovered the Organs, and has placed a high priority
on capture and examination of the creatures,
with the ultimate goal of seeing if the plant creatures can be used for scientific research. Only
authorized Imperial personnel and Genetech representatives may enter the system.
54
System Summary
The Gorsh system lies in one of the most
undeveloped regions of the Outer Rim Territories, well over 30 hours (at hyperdrive multiplier
xl) from any settled systems. It was first discovered by an independent scout nearly a century
ago, and merely logged as yet another nondescript system; the scout moved on to other systems looking for something that he could easily
turn a profit on.
Gorsh is the only habitable world of the six
planets orbiting the star Gorsh. Genetech laboratories financed the first extensive explorations of
the system and the Empire granted the company
exclusive proprietary rights over everything within
the system.
Genetech has a small orbiting research lab,
lightly armed and with the bare minimum of supplies. However, the scientists stationed aboard
this lab have been able to discover many valuable
compounds that have been developed into useful
pharmaceuticals and medicines.
Gorsh
Gorsh is a tropical world with a very high moisture content. Most of the surface is open ocean,
--ITAPIII;:::::=====================================~G~O~r~Sh~
_AU
The Swamps
The swamp islands of Gorsh are dangerous
and unstable. The islands were formed by the
volcanic peaks, volcanic ash, aquatic plant life
and sediment. The tallest of the volcanic peaks is
only 268 meters above sea level, and the swamps
extend away from the mountains for many square
kilometers. The islands are crisscrossed by shallow waterways. Plant and animal life can be found
throughout the islands.
Trekking through the swamps can be very
hazardous. Without some device to measure the
depth of water, it is impossible to tell whether or
not open pools of water have land six centimeters or six meters beneath. Poisonous creatures,
both plants and animals, abound, and many of
them have natural camouflage so that they blend
into the background until they are close enough
to strike. Infectious diseases are spread by insects, sudden storms coming in from the ocean
can strike without warning, and there is always
the possibility of a dangerous volcanic eruption
that can send molten lava, ash and toxic fumes
into the air or cause a landslide that will bury
anything caught in its path.
Gorsh's Atmosphere
Gorsh's high carbon dioxide atmosphere
and heavy gravity hamper the activities of
beings not native to high gravity worlds.
Characters acting without breath masks
suffer penalties for high levels of activity.
To run for more than two consecutive turns,
a character must make a Moderate stamina
check. A character must make an Easy
stamina check after every three r9unds of
fire combat to see if he is winded. Acharacter must make a Moderate stamina check
after every three rounds of melee or unarmed combat. Finally, for any lifting checks,
increase the difficulty by one level. If a
character fails any stamina checks, he is
thoroughly winded and must rest for one
minute or suffer a -3D penalty to all actions.
Characters with breath masks can act in
the atmosphere of Gorsh with no fear of
penalties.
55
_CG:.!o~r~s!lh.:=====================================;:;'TAR...
WAIU""""
Thevaxan Marauder
Thevaxan marauders are large, long lizards,
and are brown, black or drab green in color.
Their tales make up nearly half their length. They
are covered with smooth triangular scales, and a
crest of small spikes runs from the tip of their
elongated snout to the beginning of the tail. They
have long, triangular heads with a large upper
skull.
This creature is a solitary hunter, but characters may be unfortunate enough to discover a
female's nest, which will have 1-4 eggs or young
(about 2 meters long, with Dexterity 1D, Perception +1, Strength 2D; tail swipe only does STR+ ID
damage and teeth only do STR+l damage). If not
raising young, Thevaxan marauders have no nests
or lairs and will always be hunting for a fresh
meal. When they rest, they bury themselves in
muck and water, exposing only their nostrils.
The Thevaxan marauder has many great survival advantages, but stealth isn't one of them. It
can be heard plowing through the swamp from
quite a distance; it relies on sheer strength to
overpower whatever it encounters. The creature
is dim-witted and easily tricked or confused.
Thevaxan Marauder
Type: Giant reptillian hunter
DEXTERITY 2D
PERCEPTION ID
STRENGTH 5D
56
Brawling 50+2
Special Abilities:
Tail Swipe: STR+2D damage
Teeth: STR+ ID damage
Charge: STR damage, plus an extra + 10 for every round
charging (up to +3D)
Move: 15
Size: Up to 20 meters long, up to 8 meters tall at the
shoulder
Scale: Creature
Orneriness: 70
Darkkoninns
Darkoninns are black poisonous berries that
can be found growing anywhere on Gorsh. A
Moderatesurvival is necessary to realize they are
probably poisonous; if eaten, they cause 6D damage.
Forntarch
Forntarch are dangerous and large carnivorous rodents that lie in trees waiting for a warm
meal to pass by. While they typically dine on
small reptiles, lizards and mammals, they do
attack Humans as well. When a target passes by,.
they use their powerful legs to leap from the tree.
Tumbling down at the unsuspecting victim, they
attack with their forelimbs, which are giant
razored appendages. Even if the first attack is not
fatal, they often impale their victims with one
limb, while swinging the other and biting the
victim.
Forntarch
Type: Aggressive rodents
DEXTERITY 2D
PERCEPTION 3D
STRENGTH 2D
Special Abilities:
Slicers: STR+2D+2 damage
Teeth: STR+ID damage
Move: 4 (crawling), 17 (leaping)
Size: 3 meters long (body), I-meter-long slicers
Scale: Creature
.....sTAR~===================================~G~02.r~s~h
-WARS
Tesfli Piercers
Swarm Bugs
Swarm bugs are blue insects with large ballooning bodies (due to a large internal methane
bladder) and fragile, transparent wings. They
grow up to 10 centimeters long. While swarm
bugs almost never attack other creatures (they
feed on plants), they are so numerous that they
are a dangerous nuisance. Their unusual digestive tracts create a great deal of methane; if they
are ever struck by a hard blow or subjected to
high temperatures, they are quite likely to explode in a ball of flame. ff they are struck by an
object, rolllD; on a 1 they explode. If exposed to
open flame, rolllD; on a 1-3 they explode. Unfortunately, swarm bugs tend to fly in tightly packed
swarms, so if one bug explodes, most of the
swarm will also go up in flames. This is an important defense mechanism - while individual (or
whole swarms 00 swarm bugs may be sacrificed,
most other creatures on Gorsh have learned to
give these insects a wide berth.
Swarm bugs. Dexterity ID, Perception OD,
Strength OD. Methane explosion does 2D damage
to everyone within a 2 meter radius. Move: 12.
piercers.
Research Teams
Genetech research teams venture down to the
surface of Gorsh on a regular basis, with about
one dozen scientists and a few armed guards for
protection. The teams are equipped with survival gear, medicines, breath masks, weapons,
57
-~G~o:!:;rS~hl:=================================;'TAR...
WA~
Orgons
MECHANICAL 20
PERCEPTION 20
STRENGTH 20
TECHNICAL 10+2
Character Points: Varies, typically ()'3
Move: 10
58
.....sTA.IiR~===================================:.G~o~rS~h
-WARS
Genetech Orbiting
Research Lab
Sensar
Array
Scale: Starfighter
Length: 53 meters tall, 22 meters in diameter
living Quarters
Staff Quarters
Kitchen
Crew: 5, gunners: I
Lounge
Research
Consumables: 6 months
Cost: Not available for sale
Space: Not applicable; geosynchronous
orbit
Hull: 90
Weapons:
Lab.
Automated Probe
Launch Tube
leann.n.
Dual Laser
Power
Cells
Scale: Capital
Drop-Shuttles
Research Shuttle
Mainlenance
Fire Control: 20
Space Range: 1-3/10/25
Damage: 3D
Solar
Collectors (4) ~~tt---l.
.Orgons
Attribute DIce: 120
Attribute Minimum/Maximums:
OEXTERITY 10/40
KNOWLEOGE 10/40+2
MECHANICAL 00/30
PERCEPTION 20/40
STRENGTH 20/40+2
TECHNICAL 00/10+2
SpecIal Skills:
Knowledge skills:
Biochemistry. Time to use: Several days. Biochemistry is
the skill the Orgons use to create new chemical compounds for their own use. Creating new compounds can
take days, months or even years.
SpecIal Abilities:
Natural Camouflage: Orgons get +2D to sneak in jungle
terrain.
Mave: 3/5
Size: Up to 1.5 meters tall
Note: It is strongly suggested that players not be allowed
to play Organ characters.
59
-!lIS:lie:!:!n~I~V~================================:::;~'TAR...
WARS""""
Isen IV
Isen IV
Type: Airless planetoid
Temperature: Frigid
Atmosphere: None
Hydrosphere: Dry
Gravity: Light
Terrain: Airless rock
Length of Day: Not applicable
Length of Year: 740 standard days
Sapient Species: Humans
Starport: Standard class (pirate controlled)
Population: SOD
Planet Function: Pirate base, homeworld
Government: Abav Ghart (pirate leader)
System Summary
Orbital Bodies:
Planet Type
Name
Kisen
asteroid belt
Moons
Kassan
Isen
asteroid belt
young gas giant
IsenW
airless planetoid
asteroid belt
Kossim
World Summary
The lsen system is in its birth throes, with a
still larming star and an endless sea 01 rock in
orbit. Imperial survey teams designated four
rough orbits in the supposition that these areas
would eventually hold planets. The gas giant of
Isen is forming.
The system is constantly bathed in blasts of
radiation from the new star, and with the asteroid chunks, is very dangerous to navigate.
These factors have made the system the ideal
location for a pirate base - and so, the Void
System Datafile
.lsen system, star: lsen, yellow star. Primitive system
wIth three asteroid belts, a proto-gas giant.
lsen is a forming system with no habitable worlds. No
known inhabitants. Cursory scouting surveys have indi~ated modest mineral and metal deposits, but the system
IS too remote for profitable mining operations at this time.
60
_.-
_A~~=====================================~I~s~e~n~l,:::V
_AU
61
_Ills~e;!:n!.;I~V~==================================::;;:;'TAA...
WAIU""""
A true museum piece, the Z-95 Mark I (or, Z95Mk1) was the first version of the legendary
starfighter.lt used a primitive sweep-wing design
and a bubble cockpit for greater pilot visibility.
These design features were phased out as more
advanced technology became available.
Z-95 Headhunter
Craft: IncomjSubpro Z95 Mark I Headhunter
Type: Multipurpose starfighter
Scale: Starfighter
Length: 11.8 meters
Skill: Starfighter piloting: Z95
Crew: 1
Crew Skill: See pirate pilots below
Cargo Capacity: 50 kilograms
Consumables: 1 day
Cost: 23.000 (in current condition)
Maneuverability: 10
Space: 5
Abnosphere: 365; 1,050 kmh
Hull: 4D
Shields: 10
Sensors:
Passive: 15/00
Scan: 25/10
Search: 40/2D
Focus: 1/2D
Weapons:
2 Triple Blasters (fire-linked)
Fire Arc: Front
Skill: Stars hip gunnery
Fire Control: 10
Space Range: 1-5/10/17
Atmosphere Range: 10G-Soo/I/1.7 km
Damage: 3D
Concussion Missiles
Fire Arc: Front
Skill: Missile weapons: concussion missiles
Fire Control: lO
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 70
12
Z-95 /3 Headhunters
62
10 Zebra Starfighters
A basic and inexpensive starfighter that is
easy to maintain and pilot. While not very durable, its weapons are potent.
Zebra Starfighter
Craft: Hyrotii Vehicle Works Zebra Starfighter
Type: Light short range starfighter
Scale: Starfighter
Length: 12.3 meters
Skill: Starfighter piloting
Crew: I
Crew Skill: See pirate pilots below
Cargo Capacity: 65 kilograms
Consumables: 1 day
Cost: 65,000 (new), 32,500 (used)
Maneuverability: 2D
Space: 7
Abnosphere: 350; 1,000 kmh
Hull: 2D
Sensors:
Passive: 15/00
Scan: 25/10+1
Search: 45/20
Focus: 3/20+2
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: lO
Space Range: 1-5/10/17
Atmosphere Range: 100-500/1/1.7 km
Damage: 50
1 1 Gauntlet Starfighters
Gauntlet Starfighter
Craft: Shobquix Yards Gauntlet Starfighter
Type: Multi-purpose short range starfighter
Scale: Starfighter
Length: 14 meters
Skill: Starfighter piloting
Crew: 1, gunners: 1
Crew Skill: See pirate pilots below
Cargo Capacity: 85 kilograms
Consumables: 2 days
Cost 165,000 (new), 85,000 (used)
Maneuverability: 20
Space: 6
Atmosphere: 295; 850 kmh
Hull: 30+2
Shields: 10
Sensors:
Passive: 20/10
Scan: 35/10+2
Search: 45/2D
Focus: 5/30
Weapons:
2 Laser Cannons (fire-linked)
--ITAIliP~===================================,!;ls~e~n~I~V
_AU
Fire Arc: Front
SkiJf: Starshlp gunnery
Fire Control: 20
Gauntlet Starfighter
Crew: 1
Skill: Starship gtihnery
Fire Control: 20
8 Laser Cannons
Fire Arc: Turret
Crew: 1
Scale: Starflghter
Fire Control: 20
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 kIn
Damage: 40
Personnel:
47 slarfighter pilots
320 boarding troops
23 administrative personnel
140 droids
FaclllUes:
12 starfighter bays
I transport bay
1 landing deck
36 starfighters (various types)
MECHAMCAL 5D'
Astrogalion 60, repulsorlift operation 60+ I, space transports 80, starshlp gunnery 70+2, starfighter piloting 90,
starship shields 50+2
PERCEPTION 5D
63
_II,s~e:!:n!.I~V~==================================:::::;:;'TAR...
WAIU""""
occupation. He has obvious cybernetic enhancments, with a repulsehand and a motion interface package; he relies on their unsettling appearance to add to his ability to
fntimidate others. He always dresses
in expensive, brightIy-colored clothing, with a complete array of weapons at his belt. His trademark is an
expensive gold pendant he fastens
to his belt.
Ghart has been a pirate for nearly
five decades and started the Void
Demon gang over 30 years ago. He is
Penalty:
2-5
1
-2D
-10
~3D
64
.....srAP,~===================================:.,!;ls:::e~n~l~v
-WARS
The Broken Hulls
Isen IV's surface is a veritable spaceship graveyard of
crushed hulls. The Void Demon pirates have stripped
the ships of valuable goods
and any replacement components they needed for
their craft. While most of the
obviously useful gear and
cargo has been removed, the
characters will still be able
to access the computer library data banks, providing
opportunities to learn of new
worlds, valuable lost treasures and other items of tremendous value. Some of the
devices on board the ships
are still functional, so if characters search the ships long
enough they might find
something of worth or use to
them. Almost all of the ships
are tramp freighters or bulk
freighters.
Tunnels of (sen IV
All of the tunnels of Isen
IV are the result of the incessant tunneling of the Morvak.
The interior of the planetoid
is completely devoid of atmosphere, and is chillingly cold. The tunnels are about one meter in
diameter, and are littered with chunks of rock left
floating in the zero gravity environment after the
claws of the Morvak cleared away debris. Glow
rods can only illuminate a very small radius
because of the thick debris and the dark coloration of the rock. It is foolhardy to attempt to
navigate the tunnels without complete knowledge of their layout (only Abav Ghart knows the
paths within the planetoid). The tunnels wind
through the rock at many different odd angles,
making for a very complex three-dimensional
maze of caverns.
Morvak
The Morvak are unusual creatures that derive
all of their sustenance from rock. They require
neither gravity nor atmosphere for survival. They
have several muscular tentacles that secrete a
strong acid, which breaks rock down into basic
components. The tentacles then absorb the released oxygen and basic nutrients.
The creatures have two pairs of limbs for
movement, as well as two great clawed limbs that
65
RR...
-II,s~e:!:!n.!,::::v~================================:::;n:~
WARr"
ISEN IV DIAGRAM
-~~...J1~;!db!db+~~
Laser
Cannon
Launch Bays
Main Building
Member Quarters
Kitchens
Lounges
MechanicalsfDroids
Library
Control
Tower
Turbolaser
Battery
.. '
species can be different from their parent, even
though there is an identical genetic pool.
The Morvak are social creatures that comb
their caves in packs. The are protective of one
another and work together to repel invaders and
perceived threats. Typical means of defense include collapsing caves on top of or beneath
invaders or attacking them outright with their
acidic tentacles. If an "invader" refuses to fight or
defend itself, curiosity may overwhelm fear, and
they may actually attempt to make contact. While
their needs and motivations are vastly different
than most other carbon-based life forms, they
can be quite interesting companions.
66
_Marvak
Type: Tunnel creature
DEXTERITY 2D
PERCEPTION 2D
Mineral detection 40
STRENGTH 5D
Special Abilities:
Armor: A Marvak's hard exos.keleton provides +ID to
resist energy and +20 to resist physical attacks.
Claws: STR+ID damage.
Tentacle Acid: 4D damage.
Rock Eaters: Marvak survive by tunneling through rock
and ingesting released compounds.
.....srA.RIi~===================================~J~o:r:ra~I~1a
-WARS
Joralla
Joralla
Joralla
Type: Temperate Jungle
Temperature: Hot
Gravity: Standard
Terraln: Ocean, jungle. mountain/jungle
eN)
System: JoraJla
Star: Jaska (red giant)
Orbilal Bodies:
Name
Planet Type.
Manalin
poisonous searing rock
Grall
poisonous temperate
Joralla
temperate jungle
Moons
o
o
o
World Summary
The planet of Joralla is dominated by tropical
jungles. The red giant star bathes the planet in
crimson light.
This world is home to an extremely hostile
species known as the Tikiarri. There has been
talk of quarantining the planet.
A world of uncommon beauty and peril, Joralla
is a monument to temptation. For those willing to
take the risk, there are potentially vast mineral
treasures to be found, as well as creatures which
could command high prices on other worlds. The
wise explorer will attempt to come to some arrangement with the Tikiarri to allow safe passage.
System Summary
Joralla, the third planet of the system after
which it was named, is a tropical paradise filled
with lush trees, wondrous flowers, and incredibly varied species of animals. Joralla's companion planets, Manalin and Grall, have poisonous
atmospheres and no commercial potential.
System Datafile
Joralla system, star: Jaska, red giant. Three planets in
system. Third planet, Joralla, is terrestrial but has been
placed under unofficial quarantine by Imperial Moff Seylas.
Joralla is a dangerous, primitive jungle world with many
predators. A local species, the avian Tikiarri, conduct
some trade with freighter captains, but their savagery
prevents stable trade agreements. The Tikiarri crave high
technology weapons; further introduction to standard
Imperial technology levels is "strongly discouraged" by
the Moff's office.
67
-JJ02r~a!!!I/~a~================================:::;~ITAR...
WA~
.Wulkarsk
Type: Jungle predator
DEXTERITY 3D
PERCEPTION 2D
Search 40, sneak 5D
STRENGTH 3D
Special Abilities:
Claws: STR+ ID damage
Move: 16
Capsule: Wulkarsks are six-limbed beasts weI/adapted to hunting. They have two distinct torso
sections: the lower torso has four legs and prOVides
a low center of gravity. The upper torso has one
68
set just above the jawbone but below the eyes. The
wulkarsk are the largest members of the family
wulkenso, with several closely related animal spe-
.Oslet
Type: Climbing herbivore
DEXTERITY 10
PERCEPTION 3D
STRENGTII2D
Move: 15 (climbing), 12 Oumping)
--ITAI;R~===================================..;!J~O~ra~I~la
-WARS
The Collapse of the Wasilsi
intelligent than the Tikiarri.lt is considered highly
There is ample evidence that Joralla was once a
world that supported two intelligent species. In
unlikely that the bird-creatures hunted their rivals
into extinction. The question thus remains: what
addition to the Tikiarri, there was a race of humanoids called the Wasilsi. The remains of their vilhappened to them?
Beyorth Gommdora, a sentientologist with the
lages and religious temples can be found buried in
the soil of the world or under plant overgrowth.
University of Huvveck, suggests that a plague was
responsible for eliminatingthe Wasilsi. Gommdora's
Many metal artifacts, statues of religious figures,
admittedly limited research into the past of Joralla
and even parchment scrolls written in a long-dead
language have been uncovered. They created many
(due to the ongoing conflicts with hostile Tikiarri
tribes) shows little similarity between the strucworks of art and used gold and other valuable
ture of the Wasilsi and other creatures of the
metals.
planet. He theorizes that the Wasilsi were someThere is little doubt that the Tikiarri and the
how "seeded" on Joralla, either as a colony deliberancient Wasilsi people were enemies for many
ately established, or the survivors of a ship that
years. Much of the art found on the walls of the
ruins depicts the great battles of these two civilizawas forced to crashland on the planet. Thus they
may not have had a natural immunity to bacteria or
tions. Based on skeletons discovered in early research missions, it has been determined that the
viruses to which the Tikiarri were resistant. If this
Wasilsi were much stronger and apparently more
theory proves to be correct, it is entirely possible
that the planet still harbors these germs.
Oslets are easily frightened and ,viII flee rather
than fight. They are timid, but are easily trained as
Current Status
Joralla is seen by most nearby systems, and the
Imperial Moff of the sector, as a nuisance. It offers
virtually no economic benefit and seems to be at
the center of constant controversy. Unabletoquarantine the system without approval from his superiors, Moff Debin Seylas has acquisced to the demands of Joralla's neighbors, and has posted a
regular patrol of the system. Ships entering the
system are warned of the potential danger, while
ships exiting the system are often searched to see
if they are transporting any of the bothersome
Tikiarri. Seylas only wants to do the bare minimum
to keep the Imperial governors quiet, without deploying a significant amount of military personnel
or equipment to this bothersome system.
Tikiarri
The Tikiarri are a tribally-based avian species
whose reputation is sufficiently fearsome to keep
the faint of heart from visiting Joralla. While the
Empire acknowledges no threat from these creatures, many local systems have had unpleasant
experiences with the Tikiarri, who seem to have no
respect for the rule of law. Since the Empire has
refused to consider requests for an official quarantine of the planet, neighboring systems have found
it difficult to control the Tikiarri. On many nearby
planets, any ship whose crew mentions it has
visited Joralla is promptly searched for Tikiarri,
who are either executed or imprisoned, and the
ship is forced to depart immediately.
These flying beings can be found throughout
the jungles of Joralla. The Tikiarri are perfectly
designed for flight - light, hollow bones, large
wings, a razor sharp beak and excellent eyesight.
They are carrion eaters, and have come to rely
on a predatory animal known as the wulkarsk to
provide them with food. The Tikiarri breed the
wulkarsk, both for ferocity and for the ability to
follow simple commands. The Tikiarri hunt by
turning loose a group of wulkarsk, then tracking
their progress while gliding on the air currents.
Once an animal has been killed by the wulkarsk,
the Tikiarri swoop down upon the scene and
feast, often bringing scraps back to the nesting
area for other members of the tribe.
The Tikiarri are highly competitive both within
the tribe and with neighboring clans. fnter-tribal
warfare is a constant of life.
Tribes are theoretically ruled by the bravest
and most capable male, but in reality the most
69
_
WARS""""
JJ'02:r~a!.!:"~a!.:===================================~'TAA...
Flight. Time to use: one round. This is the skill used for
flying. Beginning Tikiarri begin with a flight movement of
15 and may improve their flying Move as described on
Adventure Idea
Tikiarri
Attribute Minimum/Maximums:
DEXTERITY 10/30+2
KNOWLEDGE 10/20+2
MECHANICAL 10/20
PERCEPTION 20/40+2
STRENGTH 10/30
TECHNICAL 10/20+2
Special Skills:
Strength skills:
70
.....ITAIliR~=====================================~J~O~r~a~1I~a
_AU
Adventure Personalities
Adriav Kavos
Adriav Kavos is captain of the freighter Isilia
and has been running the star lanes for years.
He's never been too successful, but has never
been so destitute that he gave up on cargo hauling. He is a wanderer by nature, lacking direction
in business and life in general.
He appears much older than he his true ageyears of trying to pay his bills in a very dangerous
and competitive business have caught up with
him. Kavos is desperately seeking that "one big
one" that will allow him to payoff his bills and
retire in style (or at least keep him occupied with
a steady stream of liquor). He seems to be likeable enough, but he is neither bright, trustworthy nor talented.
He got his hands on the datadisk by having his
crew take out some "suspicious looking" tramp
freighter crew members in a spaceport on the
other side of the sector. They turned out to be
Rebels and he realized the disk he stole was
worth a fortune. He is obsessed with getting the
DEXTERITY 2D+2
Blaster 40+ 1, dodge 3D+2
KNOWLEDGE 3D
Streetwise 3D
MECHANICAL ID+2
PERCEPTION 2D+1
Hide 3D, search 50, sneak 4D
71
_
WAIU""""
JJ'O~r~a!!!lI~a===================================::;:'TAR
STRENGTH 2D+2
Digging 4D+2
TECHNICAL ID+ 1
Special Abilities:
Senses: Arcana have weak long distance vision (+10 to
difficulty level of all tasks involving vision at distances
Nabkess
Type: Ortolan Henchwoman
DEXTERITY 10+2
Blaster 3D, dodge 30+2
KNOWLEDGE2D
MECHANICAL 10
Starship gunnery 3D
PERCEPTION 2D+I
STRENGTH 2D+2
TECHNICAL 2D+I
7Z
Segken Tels
Type: Quarren Henchwoman
DEXTERITY 2D
Blaster 3D, dodge 30+2
KNOWLEDGE 10+2
MECHANICAL 2D
Starship gunnery 40
PERCEPTION 2D+1
Bargain 40, con 40+2
STRENGTH 2D+I
TECHNICAL 10+2
Special Abilities:
Aquatic: Quarren can breathe both air and water and can
withstand extreme pressures found in ocean depths.
Move: 10 (walking), 12 (swimming)
Equipment: Blaster pistol (40), datapad, comlink
.....sTA,IIiRF===================================.:J~O~ra:!.I~1a
_AU
The Isifia
Passengers: 4
Cargo Capacity: 100 metric tons
Consumables: 2 months
Cost: 18,500
Hyperdrlve Multiplier: x3
Hyperdrive Backup: xI5
Nav Computer: Yes
Maneuverability: 10
Space: 4
Sensors:
Passive: 12/0D
Scan: 25/ID
Search: 35/2D
Focus: 3/30
Weapons:
2 Laser Cannons
Fire Arc: Turret
Crew: 1
Skill: Stars hip gunnery
Fire Control: 20
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 20
73
I\iM!lu~t~a~n!:id!:a!.:====================================~'TAR...
WARI""""
Mutanda
Mutanda
Type: Temperate plains
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Light
Terrain: Ocean, plains, hill/forest. forest. jungle
Length of Day: 18 standard hours
Length of Year. 267 local days
Orbital Bodies:
Name
Planet Type
Mutanda
temperate plains
barren moon
Justa
Killaniri
gas giant
15
Moons
World Summary
The Killaniri system is one of the largest suppliers of prothium blaster gas to the Empire.
Becauseof the vast economic worth of Killaniri,
the plains world of Mutanda stands ready for
System Oatafile
Killaniri system, star: Killaniri, yellow star. Two planets
in system. Killaniri, a gas giant, is home to an orbiting
prothium gas mining station. The inner planet, Mutanda, is
terrestrial.
Killaniri's gas mining elorts are controlled by BlasTech
Corporation, Czerka Weapons and Blethem Gas Industries, the giant weapons corporations. Due to the strategic
value of the prothium deposits, there is a sizeable Imperial
Naval presence in the system. Justa starport, the only
starport in the system, is owned by the corporations.
Mutanda is home to a sentient species, the Horansi. In
order to retain their peaceful way of Iifewhilestill benefitting
from the influx of credits due to the mining, the Horansi
authorize many "safari" hunting expeditions.
74
System Summary
The Killaniri system is an important part of the
Empire, and sports both a gas giant rich with
prothium blaster gas (Killanir!) and a world with
its own sentient species (Mutanda). It is a valuable trade system with much wealth, but little
political influence.
Killaniri is controlled by outside forces. The
great weapons corporations, led by BlasTech
and Czerka, have complete control over the gas
mining on Killaniri. Therefore, faceless bureaucrats many systems away make all of the decisions regarding the development, management
and growth of the system.
As far as Mutanda and Justa are concerned,
everyone on these facilities is either in the employ of the weapons corporations, or providing
products and services for these people.
The sentient Horansi of Mutanda have found it
more desirable to retain a primitive and war-like
lifestyle. They don't seem to desire uniting their
people, and instead are fractionalized and manipulated by petty criminals, the great corporations, poachers, and untrustworthy but powerful
tribal leaders. It seems that Mutanda will simply
remain another petty system under the iron grip
of the Empire.
.....sTA.IiP~==================================:.!M~u!:ta:!.!n~d~a
-WARS
Killaniri
BlasTech Corporation's prothium refining station floats 40,000 kilometers up from the swirling
green, yellow and orange clouds of Killaniri. The
planet itself is 154,000 kilometers in diameter,
with an atmosphere mixture of prothium, rethen
and ammonia compounds. Incredible storms
sweep the thick atmosphere, constantly churning the volatile gasses of Killaniri.
Into this mixture fly the gas collectors of
BlasTech. Controlled remotely from the space
station, and kept in check by droids, the gas
collectors are larger than most tramp freighters.
Plunging through the atmosphere, the various
gasses of Killaniri are passed through huge filters
and processing stations, extracting only the
prothium.
The prothium is further processed into usable
blaster gas at the refining station, as it is passed
through a complex series of filters and pressure
chambers containing pure rethen.
The economic worth of the system, and the
Empire's desire to prevent marauders and Alliance forces from. acquiring large amounts of
blaster gas, has resulted in a permanent and
impressive Imperial presence in the system. The
escort carrier Terrup and the Dreadnaught-class
heavy cruiser Disorver are stationed on permanent patrol in this system. There are also two
Imperial customs corvettes for regular patrol
duty. They are serviced by a small [mperial base
on the moon of Justa (about 10 kilometers from
Justa Starport
The Justa starport is a great subterranean
complex, with surface-level docking facilities for
up to 50 light freighters. Larger bulk transports
are assigned orbits around the satellite. Jointly
owned by BiasTech Corporation, Czerka Weapons and Blethern Gas Industries, this is truly a
corporate facility. Al[ of the personnel are dependent upon the corporations and the prothium
refining stations for their livelihood. Ships not
owned by these corporations are charge exorbitant fees for the services the starport provides
(about 200 percent of standard costs).
However, there is also a great deal of opportunity aboard the starport, which is a bustling
trade city. The companies generally ignore illegal activities if they are handled with tact and
secrecy, and the station has become a haven for
mercenaries. Many Horansi have come to the
station and can be hired out as scouts, or can be
very useful in opening up trade with Horansi
tribes on the surface of Mutanda. A great deal of
trade is also geared to the many hunting expeditions that come to Mutanda, since most of these
tourists have a great deal of disposable income.
75
-I\IM~U!!t~a!:!n~d.2a==================================::;:'TAA...
WARS"'""
Mutanda
Mutanda, like the Killaniri system, has been
part of the galactic community for hundreds of
years. Primarily, Mutanda is just a planet for
exotic hunting vacations and it is easily accessible because of the spaceport on the satellite of
Justa.
Mutanda is primarilya temperate plains planet,
with wild, open grassland, dotted with copses of
trees. The planet is generally warm and arid, with
light gravity, few rains and a light but breathable
atmosphere (Type I). The arid plains have few
rains (primarily at the onset of the cooler winter
season), and are often under drought conditions.
The rare streams, rivers and watering holes are
areas of prime contention amongst rival Horansi
tribes and wild animal herds. The mountain and
forest regions see much more rain, also primarily
during winter, but they are still quite dry and
water is a precious commodity.
Many "common" species of the galaxy are also
found on Mutanda. Several species grow to larger
than typical sizes on this world, and invariably,
all of the species are aggressive and dangerous
- Mutanda is a harsh world with no room for the
weak.
Animals
The great game animals of Mutanda are famous throughout the sector because of their
ferocity and cunning. The difficult conditions of
the world have bred hardy and crafty creatures
that know how to blend into the natural terrain
and escape pursuit.
Because of the explosive growth of hunting as
.an industry, the Gorvan Horansi have begun
issuing hunting permits to visitors (the basic fee
is 100 credits per hunter per day). These permits
are honored by the Empire (especially since the
corporations owning Justa starport and the Imperial governor receive a huge share of the permit fees). On the planet, anyone caught hunting
without a permit is subject to huge fines (upwards of 10,000 credits) and imprisonment. On
Mutanda, the Gorvan spend a great deal of time
hunting down poachers, although the other
Horansi races harass licensed hunters since the
Gorvan permits allowthe hunting of other Horansi
sub-species. The following are some ofthe more
prominent game animals on the world.
Kalan
Standing a full three meters tall, these brown
and yellow herbivores are found in huge herds
that roam the grasslands of Mutanda. They have
four limbs, with elongated bodies, short necks
and broad heads. They have a pair of large tusks.
76
Kalan
Type: Grazing herbivore
DEXTERITY 4D
PERCEPTION 3D
STRENGTH 2D+1
Special Abilities:
Tusks: STR+2D damage.
Trample: STR+2D+1 damage.
Move: 28
Size: Up to 3.4 meters tall at the shoulder
Scale: Creature
Orneriness: 4D+2
Hokami
Hokami are short hunters of the Mutandan
plains and one of the chief threats to the kalans.
Their bodies can be up to five meters long but
they are only about one to one and a half meters
tall. With sharp claws and huge teeth, the creatures are quite capable of bringing down most
animals on the plains.
They have great skill at sneaking through
Mutanda's grasses unseen. They are very aggressive and will attack virtually any creature. They
often mistake repulsorlift vehicles for prey.
Hokami
Type: Stalking predator
DEXTERITY 4D+2
PERCEPTION ID
Sneak 5D+2
STRENGTH 5D+ I
Special Abilities:
Claws: STR+2D damage
Teeth: STR+ ID damage
Move: 24
Size: Up to 1.5 meters tall at the shoulder
Scale: Creature
Yeat
The sharp-horned omnivorous yeat are known
on many worlds as peaceful grazers, but they
have evolved into aggressive predators on
Mutanda. More than a few tourists have moved
towards a yeat male, an outstretched hand filled
with grains, only to feel the steely horns of the
beast as it leaves the grain behind for fresh meat.
They are commonly found near the great watering holes on the plains of Mutanda, as well as
--STAA"~==================================~M~u~t~a~n~d~a
-WARS
in mountainous ranges. Their speed is unmatched
on Mutanda and their ability to change direction
through great leaps gives them great advantages
in the hunt.
They have four limbs, with thick black and
brown hair. Short, sturdy and designed forspeed,
they can run through the grasses with amazing
quickness. They are found only in mated pairs, or
perhaps with young (lillers average three to four
new pups).
_Yeat
Type: Omnivore
DEXTERITY 3D
PERCEPTION 10
STRENGTH 2D+ I
Special Abilities:
Horns: STR.ID damage
Move: 29
Size: Up 10 1.5 meters lall at the shoulder
Scale: Creature
Horansi
The Horansi are carnivorous hunters who are
divided into four distinct sub-species. They share
some common characteristics. Bipedal, they walk
on two legs, although they run using all four
Gorvan
Horansi
Treka
Horansi
77
ftlM~U!!t::!a.!ln,gd.:!a==================================::;N'TAA...
;,;
WAIU""'""
out the starport on Justa, and a few have even left
their home system to pursue work elsewhere.
The Kasa Horansi get along with each other
surprisingly well, and inter-tribal conflicts are
rare, although they have been known to cross
into the plains and raid Gorvan settlements. They
have developed agriculture, low technology
goods (such as bows and spears), and, through
the trading actions of their representatives on
Justa, have purchased some items of high technology, such as blasters, medicines and
repulsorlift vehicles.
All tribal leaders are albino in coloration. This
seems to be a tradition that was adopted many
thousands of years ago, but still holds sway today.
The KasaHoransi are curious about the strange
galaxy beyond their home planet. Given the
chance, many would be eager to leave their
homeworld behind.
Kasa Horansi
Attribute Dice: 120
Attribute MinimumfMaximums:
OEXTERITY 10/30
KNOWLEDGE 20/40+2
MECHANICAL 10/30+2
PERCEPTION 10/40
STRENGTH 20+2/50+2
TECHNICAL 10/20+2
Story Factors:
Technologically Primitive: Kasa Horansi are kept technologically primitivedue to the policies of theGorvan Horansi.
While they are fascinated by technology (and once exposed to it will adapt quickly), on Mutanda they will
seldom possess anything more sophisticated than bows
and spears.
Move: 12/15
Size: 2-2.7 meters tall
Atbibute Minimum/Maximums:
OEXTERITY 20/50
KNOWLEDGE 10/20
MECHANICAL 1O/2D+2
PERCEPfION 10+2/40
STRENGTH 10/30+2
TECHNICAL 10/30
Move: 12/14
78
.....sTA,IIIP~==================================:.!M~u:!:ta~n~d~a
-WARS
Special Abilities:
Keen Senses: Mashi Horansi are used to nighttime activity
and rely more on their senses of smell, hearing, taste and
Story Factors:
Nocturnal: Mashi Horansi are nocturnal. While they gain
no special advantages as a race, their life-long experience
with night-time conditions gives them the special abilities
noted above.
Move: 11/14
Size: 1.5-2 meters tall
Treka Horansi
Attribute Dice: 12D
Attribute Minimum/Maximums:
OEXTERITY 10/40+1
KNOWLEOGE ID/3D+2
MECHANICAL ID/30
PERCEPIlON 20/40+2
STRENGTH 20/40+2
TECHNICAL ID/30+2
Move: 11/15
Size: 2.3-2.6 meters tall
Adventure Idea
The characters are contacted by a Rebel operative and told that they must venture to Mutanda
and captureSw'isi, aMashi Horansi who had joined
the Alliance, but has now deserted, taking important data disks with him. The agent says that the
disks detail an upcoming attack upon an Imperial
fueling depot, and he fears that the Horansi is going
to sell it to the Imperial soldiers on Justa.
The characters have two possible fronts to
cover: the home village of Sw'isi, or the starport
on Justa. They may decide to split up, cover only
one location, or possibly hire some mercenaries
79
aR...
-RR~o:!::rd~a~k-=====================================::;;ST.:
WAu-
Rordal(
Rordak
Type: Desolate mountains
Temperature: Temperate
Atmosphere: Type II (breath mask suggested)
Hydrosphere: Arid
Gravity: Light
Terrain: Mountainous desert, desert plains
Length of Day: 14 standard hours
Lenglh of Year: 201 local days
System Summary
System: Rordak
Star. Rordak (red giant)
Orbital Bodies:
Name
Planet Type
Rordak
Moons
desolate mountains
World Summary
Rordak is the site of one of the most notorious
Imperial penal colonies in the galaxy. The world
is rich in metals, butthe hostile atmosphere, high
level of geologic activity and the brutal native
species known as the Viska make the world inhospitable.
System Datafile
Rordak system, star: Rordak, red giant. One planet in
system, Rordak, which is terrestrial (Humans must use
breath masks for long term visits to the planet).
Rordak is the site of several Imperial prison work camps.
It is also homeworld to the Viska, who live in a series of
repulsorlift cities. Rordak is dotted by a series of orbital
nightcloak planetary siege devices, although they are used
more for prison camp control (they have no ill effects on
the Viska).
Independent ships coming to Viskasystem must turn to
standard Imperial communication frequencies for landing
instructions. Visiting ships will be sent to one of four main
starports: Dreggusom, Azkulkt, Whosk, or Deggaruls.
80
Rordak is the only planet in its system; originally, there were three inner worlds, but they
were all consumed when the star expanded to
form a red giant. Only Rordak survived.
Even though that traumatic event occurred
millions of years ago, the results on Rordak were
dramatic, as seas were scorched, great tectonic
shifts occurred, and most life-forms were killed.
Over the next few million years, entirely new
forms of life evolved, the pinnacle of which are
the Viska.
Rordak has been part of galactic society for
nearly three centuries, and the stories of the
great "blood-sucking fiends of Rordak" (the Viska)
are well known throughout the galaxy. The Viska
have mined their world for precious ores for
centuries, and had advanced to the atomic level
of technology on their own. Once Rordak was
discovered, they quickly embraced space technology when their system was first visited. The
world has been used as a prison world for three
decades.
Rordal<
Rordak is a small mountainous world, broken
and scarred from constant volcanic upheaval.
Huge mountains and deep gorges scar the planet's
surface. Water is rare on this world, and rains,
when they do fall, are highly acidic as a result of
--ITAIiRi================================.!:R:20!:rd::a~k
_AIU
A Hazardous Atmosphere
The high carbon dioxide atmosphere of Rordak
is extremely dangerous to visitors. Several different gases and compounds within the atmosphere
make "air poisoning" a distinct possibility. Characters acting without breath masks suffer penalties for high levels of activity. A character must
make a Moderatestamina check alter every three
hours of activity (such as running, or hard labor
like mining). II a character fails any stamina
checks, he is thoroughly winded and must rest
for one minute or suller a -3D penalty to all
actions. After resting, the character must make
an Easy stamina check to see if he has contracted
Viska Society
The Viska are ruled by a monarch called a
cafeisk, traditionally chosen when the preceding
81
~~o:!::rd~a:!Jk~===================================:''TAR
;,;R
WA.artried to cause the death of someone outside his
immediate family). The caleisk and lurinn have
absolute authority over investigations into these
matters.
82
The Viska live in clusters of repulsorlift powered buildings. This tradition came from the
lllied to stay away from the ground, or risk being
caught in a volcanic eruption or earthquake.
With the advent of modern technology, the Viska
began building flying platforms, and have now
adapted to a completely aerial society.
Allof their structures are huge, open-aired buildings (to accommodate their large wingspans), attached to a huge repulsor column, which is over
500 meters long and nearly 100 in diameter. The
cities are built on several levels, reaching many
thousands of meters into the air.
The upper levels of the cities are reserved for
the royal Viska clans, while the lowliest workers
and clans are forced to live on the bottom levels.
The middle section is where most manufacturing
facilities, trade locations and landing pads are
located.
.....sTA..
P~================================:.~R~o!::rd;!:a~k
_AU
whatever means necessary to meet their quotas.
All of the prisoners are under the constant vigilance of the prison guards, who insure that everyone receives a fair serving of abuse.
Prisoners who refuse to cooperate are seldom
executed immediately. Instead they are sold to
the Viska clans (many end up as vessels for Viska
feedings).
Major Drummond, Warden, Alpha TR-8
Type: Security Warden
DEXTERITY 3D
Blaster 40, brawling parry 40. dodge 40
KNOWLEDGE 2D+ I
Bureaucracy 30.1, intimidation 50, languages 3D,
streetwise 40+ I
MECHANICAL 2D
Repulsorlift operation 30... 2
PERCEPTION
2D+2
3D
STRENGTH 3D
Brawling 40+ 1, climbing/jumping 30+2, stamina 40
TECHNICAL 2D+ I
Computer programming/repair 30+ 1, demolitions 30+ I,
security 40+ 1
Character Points: 5
Move: 10
Equipment: Comlink, blaster pistol (40), stun truncheon
(40+ 1 stun), vlbro-blade (STR+ 10+2), interrogator kit (on
belt)
Orbital Nightcloal<s
The Empire has used a most effective means of
psychological torture to keep order in the prison
camps. Above each camp is an orbital nightcloak,
which blocks all sunlight. The camps are immersed in one continuous night, and the prisoners are privy only to the constant whistling winds
from the mountains. For more information see
page 67 of the Imperial Sourcebook, Second Edition.
Viska
Viska are flying carnivores native to the desolate world of Rordak. When fully grown, their
bodies are between two and three meters long,
with a wing span of nearly five meters. They have
two large wings, as wefl as two appendages at the
base of the torso. The smaller appendages can
manipulate tools, and they have quickly adapted
to the use of Imperial technology.
The Viska have long necks, topped by a triangular head. Their eyes are placed well back on
the skull, so they have a complete arc of vision,
including directly behind them. They derive
nearly all of their sustenance from the blood of
other living creatures due to a very primitive
digestive tract. Their circular mouths house a
proboscis called a blossug.lt is about 40 centimeters long, with several layers of muscle, and a
hollow bone with ajagged tip in the center. When
a Viska feeds, it extends the blossug, cutting into
the flesh of a creature. Through use of the muscles
in the snout and a secondary group of muscles
beneath the skull, the creature withdraws blood
from the unfortunate victim.
The blood is passed through several small
organs that extract oxygen and processed nutrients. Because of their biology, the Viska are
unable to eat meats or plant life. The Viska are
able to absorb the most nutrition from creatures
native to their world, including kessarch and
drivveb, two kinds of grazing herd animals. Afull
grown Viska must drink about two liters of blood
per day. For creatures not native to Rordak, a
Viska must drink nearly three liters of blood and
the unusual chemical compounds in the blood
stream cause 10 damage (these damage dice are
cumulative if the creature has to drink from
aliens more than one day in a row). Viska will not
feed off one another, although they will sometimes use a proboscis attack as a means of establishing authority over other Viska.
The Viska have excellent infrared spectrum vision, allowing them to operate in complete darkness with no penalties.
Viska expend a great deal of energy, and must
rest for eight hours per local day.
Individual Viska are controlled by their clan,
and as such, they constantly seek ways to increase
their personal status and the status of their clan.
Few Viska have ever attempted to leave their native society; those that did escape had to flee elite
Viska warriors and hired bounty hunters.
The Viska society is ruled by sheer power
alone, so few Viska choose their profession as
much as a leader assigns them to a task or
occupation. While they take great pride in performing their job well, they also always have an
unspoken agenda of moving into positions of
more wealth, influence and comfort.
83
RR-RR:2o~rd;!:a!.tk:.:================================::::;n~
WARS""""
Viska
.Viska
Attribute Dice: 120
Attribute MinimumfMaximums:
OEXTERITY 20/40+2
KNOWlEDGE ID/40
MECHANICAL ID/30+I
PERCEPTION 20/40+2
STRENGTH 20/50
TECHNICAL ID/30+2
Special Skills:
Strength skills:
Flight. Time to use: one round. This is the skill used for
flying. BeginningViska begin with a flight movement of 12
and may improve their flying Move as described on page
Story Factors:
Terrifying: Viska are a species that terrifies many other
beings. Theyuse this to great advantage (some might say
they are even proud of their reputation).
Adventure Idea
This adventure hook is dependent upon the
characters feeling a moral obligation to go upon
a suicide rescue mission: perhaps a high ranking
informant or officer has been captured and sent
84
prison, they will want to find their friend. However,theywill also face a riot since the prisoners
feel that now is time to take whatever advantage
one can - some prisoners try to escape, others
want to settle grudges "once and for all," still
others will try to take down prison guards to get
their weaponry. Others, driven insane by months
of inhumane treatment, will be entirely unpredictable.
A possible option will be that the person the
characters are trying to rescue is being held
hostage by some ofthe other prisoners (perhaps
even former Rebels who feel betrayed because
they weren't rescued). This puts the characters
in the position of trying to negotiate a deal with
utter chaos going on all about them.
Finally, after all of the negotiations and combat, the characters have to make their way back
to their ship or some preestablished safe location (perhaps a well-stocked cave in the mountains). They may also want to try and steal an
Imperial shuttle or small transport from the landing field (if there is one available). From there,
they must use guile and stealth to get off-world,
since the warden will have alerted all of the Viska
cities to the identity of the characters.
Adventure Idea
In a tramp freighter campaign, the characters
are hired to bring a loael of food to Rordak for the
Viska herd creatures, the kessarch and drivveb.
While on the planet, they learn the intricacies of
Viska culture: slavery, deceit, and ritual combat.
While travelling in the city, they will mistakenly
offend a Viska noble, who will decide that nothing less than their complete submission to his
authority (i.e. selling themselves into slavery)
will be appropriate compensation for their disrespectful actions.
.....srA..R~===================================-.!:R~o~rd~a~k
-WARS
L..
. . . J ~
85
;;\;v~e~r02.n!l.:===================================~fTAR...
WAIU""""
Veron
Veron
Type: Temperate forest
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Average
Gravity: Standard
Terrain: Forests, tropical jungles
Length of Day: 26 standard hours
Length of Year: 367 local days
Sapient Species: Gazaran (N)
Starport: 1 stellar class
Population: 84 million
Planet Function: Homeworld, tourism
Government: Organized tribes
Tech Level: Space
Major Exports: Foodstuffs, primarily fruits and nuts
temperate forest
cool research center
0
0
World Summary
The Veron system, featuring the tropical rain
forest world of Veron, is a popular tourist site in the
Mektrun Cluster, with a friendly native species and
an economy driven by the whims of wealthy visitors. The world's natural beauty has enraptured
visitors since it was added to the routes of major
cruise lines nearly four decades ago.
The Gazaran settlements have a quaint, rustic
ambiance that appeals to citizens of densely
System Datafile
Veron system, stars: Noveron and Orell, binary yellow.
Three planets, second planet, Veron, is terrestrial.
Veron is a "rustic" trade world which is dominated by
forests and tropical jungles. The main starport is named
Trelbio and is where most visitors will land upon arriving
in-system. The native inhabitants, the Gazaran, have built
immense "tree cities" and have actively cultivated the
tourist trade.
86
populated urban worlds. The cities feature exciting and colorful hagglers' markets, where tourists gleefully pay exorbitant prices for charming
native wood crafts and sculptures.
Below the Gazaran cities is the underbrush of
the forests, providing an undisturbed playland
for amateur naturalists.
Despite a firm military presence,Imperial Governor Ferlem Kie'hintack has allowed the Gazaran
to retain their traditional lifestyle and government. The tourist trade has steadily grown even
in these days of civil unrest, and Kie'hintack and
his bureaucrats have taken more than their share
of the wealth.
System Summary
Veron's major industry, tourism, has helped
ward off the harsher aspects of Imperial rule. The
Gazaran, intelligent gliding reptiles, are among
the most eager-ta-please hosts in the galaxy.
Gazarcities welcome the tourists with open arms,
and each visitor is made to feel as if he has
become a personal friend of every native he
meets. The Gazaran have proven to be a valuable
resource for Governor Kie'hintack, who collects
a sizeable tariff from the tourist trade and berry
exports.
The Rainforests
The tropical rain forests of Veron are known
for the fevvenor trees, which cover over threequarters of the planet's land mass (only the
mountains and shore areas don't support the
trees). Reaching a height of nearly 50 meters, the
trees are merely the crowning feature of a complex biosphere that supports many unusual life
forms.
The rain forests are often graced with short, but
refreshing rain storms. The planet's low axial tilt
allows for consistent weather, with seasonal differences measured more by rainfall variations than
extreme temperature change. Temperatures at
--STAR-r=====================================::.~v~e~r;:;o~n
-WARS
Animal Life
Animal life is plentiful and diverse, with insects, small herbivores, avians and large predators all to be found in the forests. Most higher
order life-forms are reptilian in nature and are
cold-blooded, although the range of tolerable
temperature varies greatly depending upon the
species. Unlike typical reptiles, many creatures
give birth to live young. A curiosity to several
biologists that have visited Veron is that many of
the creatures thrive on surprisingly small
amounts of food (at least compared to creatures
of comparable size and activity levels found on
other worlds).
Because most of the creatures of Veron are
highly sensitive to temperature variations, many
creatures will only be found at a certain altitude
within the trees. The Gazaran require higher
temperatures than most other creatures on the
planet and will be found in the tree top regions.
Other creatures in the upper trees include small
avians and foraging reptiles such as the dressto,
87
"v~e~r~0:!:ln~=====================================:;:''TAR...
WAIU""""
Trelbio Spaceport
Virtually anyone who comes to Veron arrives
through Trelbio spaceport. Located on the coasts
of the continent of Vusl, the sprawling facility
serves dozens of tramp freighters on a daily basis
and is a ferry point for tourists coming from space
cruiseliners parked in orbit.
The main spaceport, Trelbio Tower, stands 40
stories tall, and contains luxurious hotels and
fine restaurants. It is here that visitors will first
meet the Gazaran traders, who endlessly wander
the corridors of the building in search of customers for their wares and services.
There are over 30 buildings directly supporting
Trelbio Tower. Each of these buildings has hotels,
restaurants, freight merchants, travel agencies,
and tour guide services.
The most influential Gazaran city, that of
Hengin Ki-Tapp Welt Gon-far, has complete control over the spaceport, and strictly regulates
which other cities may do business within the
spaceport and support buildings. Other families
must purchase expensive permits to open shops
and offer guided tours, although the amount of
revenue brought in by these businesses more
than offsets the cost of the permits.
The spaceport has the highest crime rate of
any location on the planet, chiefly because it is
the only place where non-Gazaran will be abie to
blend into the crowd. Burglaries and baggage
thefts are most common.
Gazaran Technology
The Gazaran have learned some aspects of industry and have mastered the use of steam engines, powered primarily by wood, wind or rain.
They are developing small-scale manufacturing,
88
such as mass produced crafts for tourists (primitive glow rods, fire starting kits, climbing gear,
short-range distress beacons and clothing). They
also use portable steam engines to assist in engineering projects.
Ground level
The Gazaran culture doesn't even acknowledge
the existence of the world below their tree-top
cities. They see the area below their homes as an
impenetrable dark mist waiting to bring them to an
early death. The Gazaran have built up an elaborate and extensive collection of folk tales detailing
the horrible monsters that lurk below.
While the Gazaran themselves have no interest in visiting the "dark lands," they know that
tourists love a mystery. Exploring the ground
level of the world has become a major part of the
tourist trade, and as always, the Gazaran have
readily adapted: many young Gazar earn a living
telling tales of what is below to eager tourists.
Predators of Veron
Gwerax-hai
Type: Reptilian hunters
DEXTERITY 4D
PERCEPTION 2D
Sneak 50
STRENGTH 3D
Climbingfjumping 40
Special Abilities:
Tusks: STR+2D damage
Move: 16
Gwerax-hai are agile hunters, although not particularly fast. They hunt in small groups and try to
Black Behemoths
Type: Predator
DEXTERTIY ID+2
PERCEPTION ID
Sneak4D
STRENGTH5D
Special Abilities:
Annar: Provides +ID against physical attacks
Veron
--sTA,~P====================~~
-WARS
DEXTERITY 2D
PERCEPTION ID
STRENGTH 3D+ I
Spedal Abilities:
Teeth: STR+ to damage
Poisonous Tail: Poison causes 40 damage but can only be
used on creatures behind the swamp worm
Gazaran
Veron's consistently warm climate has encouraged the evolution of lifeforms that are coldblooded. The most intelligent are the Gazaran.
89
-\iv~e:!;r02!:!n.:=====================================:;n::
WAIU""""
.Rand nuts, as well as protecting the females. With
the arrival of Imperial technology, many males
have also become merchants, educators, engineers for the steam and wind powered engines,
tourist guides, workers. Females are primarily
responsible for bearing and raising young, although many of them work in the tourist trade as
weI!.
The Gazaran are extremely superstitious, having a particularly pronounced fear of large creatures and the dark. Many Gazaran have nervous
habits like stretching their wing flaps, chewing on
nearby pieces of wood, and clicking their teeth.
GaZaran
Attribute Dice: 120
Attribute Minimum/Maximums:
OEXTERITY 10/40
KNOWLEDGE 10/40
MECHANICAL 10/40
PERCEPTION 20/40
STRENGTH 20/40
TECHNICAL 10/30+2
Special Skills:
Strength skills:
Gliding. Time to use: one round. This is the skill used to
glide.
Special Abilities:
Gliding: Gazaran can glide. On standard gravity worlds,
they can glide up to 15 meters per round; on light gravity
worlds they can glide up to 30 meters per round and on
Story Factors:
Superstitious:Gazaran player characters should pick some-thing they are very afraid of (the cold, the dark, strangers.
spaceships, the color black. etc.).
Move: 8/10 (walking), plus gliding (above)
Size: Up to 1.5 meters tall
Sileron
Sileron, the system's inner world, is very hostile and tourists are warned not tovisitthe planet.
It has an extreme axial tilt, resulting in severe
seasonal changes. Dangerous storms constantly
roll across the world's surface.
The life-forms on the world have developed
accordingly. Plants are very active in the hospitable growing seasons, and must aggressively
gather enough energy and food for the long winter season. While there are primitive ferns and
other simple plants, many have evolved to higher
order plants, with active defensive systems. Still
others have become carnivorous, consuming insects, arachnids and even small amphibians.
Animal life is aggressive and dangerous. Since
animals are also required to gather as much food
as possible before the harsh winter, most animals are omnivorous.
Like the plants, many have venoms and poisons that they can use on prey. Most of these
creatures have elaborate defense mechanisms
as well, such as thick hides, or the ability to
camouflage themselves in the natural terrain.
Derkofo
Type: Small pack hunters
OEXTERfIY 30+2
PERCEPTION ID
STRENGTH 30
Special Abilities:
Annor: +10 against physical attacks
Claws: STR+ 10+2 damage
Move: 20
90
.....ITA..
R~===================================~v~e~r~o~n
_AU
VERON DIAGRAM
Dish-dok
o
Trieron
Adventure Idea
91
-\lWr::e~l~c~o:!:m~e;.!t~o~E~I!!:ro2o~d~S~e~c;!t~o:!;r!~============================::;:'TAR
WARS""""
_Welcome to Elrood
Sector!
Desdemona reserved a warm smile for Brianna,
The freighter Blind Luck shuddered out of
hyperdrive as the sublight engines kicked in. The
the young Jedi student who was also part of the
BlindLuck's crew. Brianna's optimism and friendlismall bridge was bathed in an eerie green glow as
ness were the glue that kept this team of profesthe navigational sensors activated and began scanning the area for known navigational reckoning
sional, albeit irritable beings together.
points.
"I was just saying that we have arrived in the
"Well?" pressed Desric Fol, a burly always-frownElrood Sector," KJagreplied helpfully. He, too,liked
ing scout not known for his patience.
Brianna and her effect on morale.
The pilot, a lithe pale Human woman, turned to
"Never heard of it," Brianna shrugged.
"Nor have I," Desdemona frowned deeply. She
face him long enough to flash him a silent, reproving glare and return to her business. The computturned to KJag in silent question, but the little blue
being shook his head.
ers continued their work.
KJag, a short blue-skinned Humanoid who was
"I have," Desric rumbled. "Pretty unremarkable
place. The locals are stricter than most
the ship's navigator, and chief social powder keg diffuser, cleared his throat. "I
Imperials, and there's not a lot here
think what Desdemona is ... try
... but there are worse places to
where."
calculate where we are."
Desdemona absently
Desric "harrumphed"
watched a planet come
"And whoever is
ers would not only have
already figured out
down there is scanning
us, too," KJag replied.
whereweare,butwould
also have highlighted
Everyone turned to
likely Imperial interdic-
Desricexpectantly. The
scout shrugged, caught
tionspots, possible trade
began.
"This is Elrood Starport ComDesdemona replied sarcastically.
mand," a crisp, clearly enunciated voice
"Well, how about that! We know where
we are!" KJag piped up before the quickly-reddencameoverthecom system. "Incomingvessel, please
ing Desric could explode. "Hmmm. The Elrood
identify yourself, and your intentions. Use stanSector."
dard protocol, please."
A young woman dressed in loose fitting white
Desric placed a hand over his face. "Oh no," he
robes bounded onto the bridge, a Iightsaber semoaned. "Not Elrood proper!" He took his hand off
cured to her belt. "I felt us coming out of hyperdrive,"
his face and sighed with resignation. "Better fumigate the ship."
she explained. "So, where are we?"
92
.....sTA..R~=============================~w~e~lc;::o~m~e.!t~o:.;E;;I!::r~o~o~d~S~e~c;!t~o~r!
-WARS
"We are the Blind Luck, late of Abregado-rae,"
Klagreplied into the com unit. "We request permission to land."
"Permission granted, Blind Luck," the voice replied. "When you land, please observe all standard
decontamination procedures. If needed, a decon
team will be sent to your vessel to ensure compliance. We will need to see your shipping manifest
and cross-verify it with your actual cargo. You will
be required to show us your valid pilot's license
and ship's ownership files. Our sensors show that
your vessel's sublight drive is emitting an ion trail
in excess of .54% above the established limit. You
will have to have your engines overhauled in order
to comply with environmental regulations."
Klag turned the com's volume down. Everyone
except for Desric stared at each other in amazement. Even Brianna looked baffled.
"Awfully strict, aren't they?" Brianna ventured
with a sheepish grin.
"Is this an Imperial world?" Desdemona asked
Desric.
"Nominally. The locals bow down to the Empire, but would like to be independent." He smiled
grimly. "The Elrood starport just goes so by the
book that ..."
"... And lastly, a trained Counselor will be assigned to talk with you about your ship's name. It
does not inspire much faith in your competence,"
the voice concluded. "Land at Elrood Starport
2MZ, Bay 4B. Download code XP-445-T78Y, which
is being transmitted now, into your ship's com-
Welcome
This section of The Star Wars Planets Collection
was originally presented as Planets of the Galaxy,
Volume Three. This section presents thenewworlds
as part of a larger whole. They all exist within the
sphere of space known as the EIrood Sector, an
isolated sector far from the heart of the ongoing
civil war. This section provides detailed information on the entire sector, including information on
important personalities, the history of the sector,
and likely adventure and campaign themes that
can be used to help bring the sector to life.
Elrood Sector is perfect for a campaign locale.
There is enough going on in this corner of the
galaxy to keep a group of freedom-fighting, funloving characters busy for some time.
93
=============================:;:'TAA...
WAIU""""
~W~e!llc;::o~m~e.!t~o:.,;E~I~rl:0:l:0:!:d~S~e;:c;lt~o~r!;!
The information presented hereiP is set between the events of Star Wars: A New Hope and The
Empire Strikes Back. A robust, strong Empire has
reached the height of its expansion, and it's a grim
time for the Rebel Alliance.
The first section of this book is a sector summary, detailing common features found throughout Elrood Sector, including prominent individuals, aliens, Imperial patrols, trade routes, and sector history. This section also includes informatoin
on using Elrood as a campaign setting.
94
~':U~'!~==============================:..!.T.!:h~e;'E=.!!:lr~O~O~d!.C~a~m~p~a~i.:lg~n
95
TT!lh~e~E~I!!:ro~o~d~C:;;a:!:m~p~a!.!j~g.!ln~==============================::;:~'TAR
WAIU""""
sizable presence is on Derilyn. The Empire's two
Star Destroyers are based there. Therefore, the
Empire need not be the major villain in an Elrood
campaign. However, as the Empire patrols the
entire sector, Imperial ships or troops can show
up just about anywhere if the adventure demands that kind of obstacle.
96
above their surroundings and elevate their station. These people always seem to have some
sort of "get rich quick" scheme in the works.
These people are obsessed with status and the
trappings of wealth. Though this personality type
includes many honest Roods who want to do
more than just subsist, it also includes con men,
swindlers, smugglers, petty larcenists, and other
unsavory types.
~'::~~==============================::...!T:!:h~e:'=E~lr::O~O~d~C~a~m~p~a~i~g~n
to warn the players about this different way of
starting a campaign ahead of time!
The galactic civil war is not a big topic in the
sector, so it is likely that the characters know
little of the war. There is an Imperial presence
here and the Alliance has several small espionage cells and listening points, but that is all.
Gamemasters can bring the war to the characters by having a Rebel gamemaster character
arrive on Elrood, perhaps needing help and turning to the characters for aid. Maybe the Rebel is
being pursued by a small contingent of Imperial
forces, and the characters get accidentally caught
in the crossfire.
If that is too abrupt, perhaps the Empire has
imprisoned a Rebel on Berea, and some Rebel
representatives hire the characters to take them
to the mining planet for a rescue mission.
New Discoveries
This section's last entry, the unexplored planet
Kuras Ill, offers a whole world for exploration.
Elrood is an area of space with many unexplored
systems, and Kuras III is just the beginning. Kuras
III offers a unique ecosystem, new forms of intelligent life and enough adventure and mystery to
sustain several adventures.
However, there is no need to stop at just the
one planet. There are dozens of systems that are
far off the known trade routes waiting to be
explored. Some of these systems may have been
visited once by traders or scouts, others may
have been the subject of probe flybys, and still
others may never have been visited before. For
complete information on running these types of
campaigns, see Galaxy Guide 8: Scouts.
To keep things moving along, the gamemaster
may want to inject a rival into these exploration
adventures. For example, introduce an exploration party from IML on a world rich in minerals.
Obviously, lML will want to claim the planet and
will go to any lengths to keep that claim. The
discovery of this planet is sufficient justification
for the Empire to send one of the Imperial Star
Destroyers over there to reinforce the claim.
New worlds should not overly disrupt the
balance of things in Elrood Sector. Finding planets with huge natural deposits or stashes of
super weapons from a long-dead species will
upset play balance. If anything particularly valuable appears in Elrood Sector, there will be at
least three different factions scrambling to get
their share - completely changing the nature of
the sector.
97
WAIU""""
T~~~~~~================~'TAR...
98
...ITA"R~==============================~E;;I~rO~O~d~s~e;.:c;!t~o~r~O~v~e;:rv~ie;:w:
-WAPi
Elrood Sector
Overview
History
The Elrood-Derilyn
Trade Route
99
-EE.!!Ir:l:0~o~d~S~e~ct!l0~r:,:O~v:l:e:!:rvl:::i!lie~w::::.:==============================:;:'TAA...
WARS"'""
100
.....ITAR~================================:.E~lr~O~O~d:!.2s~e~c1to~r~O~v~e~rv::;i~e:::w~
-WARS
Imperial Forces
. The Empire maintains two Star Destroyers,
the Thunderflare and the Stalker, and a Bayonetclass light cruiser called the Rintonne's Flame,
who patrol the whole of Elrood sector.
The Empire also maintains a handful of smaller
patrol ships, customs vessels, and Skipray
Blastboats. There are several TIE wings. The
Empire has a small armed presence on most of
the worlds in Elrood sector, a full military base on
Derilyn, and an obscure observation post in the
Tifnyl System.
The two Star Destroyer captains have developed quite a rivalry. Captain Zed, of the Stalker,
is a hard-nosed navy traditionalist. Captain Pryl,
of the Thunderflare, is of a younger generation
and is determined to make a name for herself.
Captain Zed considers Captain Pryl to be a soft. hearted woman who is best used as a supply
clerk and has no business being a combat officer.
Captain Pryl thinks Captain Zed is a crude, twodimensional buffoon with no cunning.
The two captains engage in a continual contest of one-upmanship. Each tries to catch the
most smugglers, impound the most vessels, destroy the most Rebels, all in hopes that sector
Moff Villis Andal will take notice. Pryl has been
known to anonymously send out warnings of
where Zed's ship is patrolling, in hopes of scaring
away any prey for the Stalker. MOff Andal, far
Capsule: Captain Akal Zed is a big, balding, muscular man of middle age. He has a thick neck, a
bulbous nose, hard steel gray eyes, and a permanent scowl.
Raised from childhood in a family of strict disci-
pline and military tradition, Zed has always devoted himself to the Empire and all it stands for. Zed
was given his first command after distinguishing
101
~~""========:;WAU-
!!
'TAR-
~L~~~~~~~~~~~~~~~~::::::===~-------------;;;;;;;;;;;;;;;p;,a;'n~e~ts;CC~o~"e;'c~t;;iOri
~TheStarWars
102
.....sTA.IiR~==============================:.,!;E.!!lr::;O:.:;O:.:;d~s~e;:ct~o~r;';O~v:;e:!:rv~j:;e~w
_APi
terror and brutality are exceptionally effective ways
to maintain order. In this way, he is a two-dimensional thinker. His opinion of Captain Tanda Pryl is
very low - he sees her as spoiled, weak and incorn
petent. not worthy of the uniform of the Imperial
Navy.
KNOWLEDGE 4D
Alien species 60+2, bureaucracy 70, cultures 70, intimidation 60+2, languages 70+2, law enforcement 70+1, plan-
Rintonne's Flame
Craft: Sienar Fleet Systems Bayonet-elass
Type: Light cruiser
Scale: Capital
Length: 200 meters
Skill: Capital ship piloting: Bayonet
Crew: 120, gunners: 30, skeleton 40/+10
Crew Skill: Astrogation 50, capital ship gunnery 40,
capital ship piloting40+ I, capital shipshields 40, sensors
4D.1
Passengers: 48 (troops)
Cargo Capacity: 3,500 metric tons
Consumables: I year
Cost: 5 million credits (new), 2.3 million (used)
Hyperdrive Multiplier: xl
Hyperdrive Backup: xlO
Nav Computer: Yes
Maneuverability: 20
Space: 8
Atmosphere: 175; 500 kmh
HuIl: 4D
Shields: 20+2
Sensors:
Passive: 40/10
Scan: 80/3D
Search: 160/40
Focus: 6/30+2
Weapons:
8 Heavy Turbolasers
Fire Arc: 2 front, 3 left, 3 right
Crew: 2
Skill: Capital ship gunnery
Fire Control: 20
Space Range: 3-15/35/75
Almosphere Range: 6-30/70/150 km
Damage: 70
6 Laser Cannon
Fire Arc: 2 front, 2 left, 2 right
Crew: I
Damage:2D
2 Tractor Beam Projectors
Fire Arc: 2 front
Crew: 4
Skill: Capital ship gunnery
Fire Control: 20
Space Range: 1-5/15/30
Capsule: The Rintonnes Rame is an old Bayonetclass light cruiser that has seen belter days. It is
undermanned. The captain's name is DongalTezrin,
and he is a very irritable person. The last thing he
wanted was to be assigned to a do-nothing sector in
a nearly obsolete ship. Thus, he is always in a bad
mood, which he takes out on hapless naval crew or,
more often than not, innocent ships and their crews
that are halted and searched. Captain Tezrin enjoys
103
EE!!lr:;o~o~d!.1Se~c;:t~o~r~O~v~e.!:rv~i~e~w~==============================;'T.~~A
WA~
Greetbos
Craft: Sienar Fleet Systems GAT-12j Skipray
Type: DefensejPatrol B1astboat
Scale: Capital
Length: 25 meters
Skill: Starfighter piloting: Skipray Blastboat
Crew: 2 (l can coordinate); gunners: 2, skeleton 1/+5
Crew Skill: Astrogation 40. capital ship gunnery 50.
starfighter piloting 50, starship gunnery 50+ I, stars hip
shields 40+2
Space: 8
Atmosphere: 415; 1200 kmh
Hull: 20+1
Shields: 20
Sensors:
Passive: 40/10
Scan:80j2D
Search: 100/30
Focus: 6/40
Weapons:
104
.....sTAR
..~==============================:,;E;,I!.:;r~O~O~d!,;s~e;:c~t~o:::r~O~v::::e;;rv~ie~w~
-WARS
guard their territory. Finally, other legends suggest that the gas clouds are inhabited by a kind of
"ghost ship" or "dimensional creature," both of
which are purported to manifest themselves in
times of great danger, either helping or attacking
those who have ventured into the clouds (the
legends vary). Naturally, all spacers publicly dismiss these stories as "deranged babbling of someone who's been in the void too long" ... but
spacers are a superstitious lot and no one has
ever investigated these legends by travelling into
the gas clouds.
105
WARS""""
~1';2!~~~~~===============~5TAR
Almaran System
Located close to Imperial Interdicted Space,
A1mar is a "second-class" planet even by Elrood
standards. Since it isn't part of the Elrood-Derilyn
Trade Route, it has a lesser volume of traffic than
Elrood sector's main planets.
A1mar's biggest attraction is the Almar Upside, a space station that has docking and repair
facilities, as well as the standard establishments,
such as shops, bars, and hotels. Built by a corporation headquartered on Derilyn, Almar Upside
was going to be a resort where the wealthy
people of Elrood could come to relax, play, and
spend money. Of course, Elrood's hoped-for fortunes never materialized. The corporation made
the best of things, and tried to keep the station
going.
When the Empire moved in on Derilyn five
years ago, the corporation was swallowed up.
Before the Imperial forces got a chance to catalogue the corporation's holdings, the computer
banks were wiped. No "official" record of ownership of the station existed. The space station was
considered fully independent. Over the years,
the Rebel Alliance has quietly taken control and
responsibility for the station. They have converted parts of it into a surveillance and listening
post, aimed at Imperial Interdicted Space.
Since the space station still receives some
traffic, every effort is made to conceal the true
loyalties of those who run it. To the outsider, and
even to most employees, Almar Upside is simply
an independent space station. All surveillance
activities are hidden away in a very isolated
corner of the station.
Almar, also called A1mar Downside, is a tropical paradise. The planet is covered by sandy,
colorful beaches, rolling orange-grass covered
hills and lovely flowers. Proximity to its sun, no
axial tilt, and a high amount of unique temperature-moderating pollen in the atmosphere keeps
the entire planet comfortably warm year round.
A shuttle runs from A1mar Upside to A1mar
Downside. The only starship services are provided by a small control tower and spaceport
located outside the only sizable city (it has about
100,000 residents). The planet's entire population consists of immigrants from other worlds,
and the main trade is tourism. Because of the
world's isolated location, it is a poor one, playing
host to only a few hundred thousand tourists per
year. The world has many small craftsmen and
traders, as well as localized agriculture, so the
planet, while poor, offers a primitive but relaxing
lifestyle for residents.
Berea
Berea is host to a mining colony owned by
Imperial Mining, Ltd. of Derilyn, which in turn, is
106
...sTARAp==============================:.;E~I~r~o~o~d~s~e;:c;!t::;o~r~O~v~e~rv~i~ew~
_AU
tive building, a storage shed for mining vehicles,
an ore-loading facility, and 20 long barracks buildings (each providing shelter for 50 miners).
Climate on the planet is cool and dry. Nighttime temperatures drop below the freezing point
of water, and vicious wind and hail storms are
common. A common form of punishment is to
force troublemakers to spend a night without shelter during one of these storms. Security is maintained by 20 private troops contracted by fML.
20 IML Guards. All stats are 2D except: blaster:
blaster pistol4D, brawling 4D, security 3D, intimidation SD. Move: 10. Blaster pistol (4D), armored
vest (+ 10 physical, +1energy), datapad, comlink.
Adventure Hook: Characters who are careless enough to get captured by the Empire could
be sold into service to IML. The characters need
to engineer a breakout. However, two of the
miners in their work shift are Imperial stooges,
and will attempt to warn Imperial Mining about
any breakouts they learn of. Since any remaining
miners will be punished if a breakout occurs,
they make it their business to know these sorts of
things very quickly- the characters may have to
fend off hundreds of angry miners.
Bodrin
A small temperate planet, Bodrin is on the
Elrood-Derilyn Trade Route. The planet has a
small spaceport offering clean facilities, food,
repairs, and supplies.
Dega
This is a medium-sized world orbiting a red
sun. It is devoid of intelligent life. Dega used to be
one of Radell Mining's mining worlds, but the
veins played out several decades ago.
107
-EE~lr~o~o~d;!",,;:S:;e~ct~o~r:,O~v~e:!:rv~I~e~w~==============================:;:'TAR
WAuThe ecosystem has been destroyed. Plant life
is scarce, and the water, what can be found of it,
is poisoned by chemical wastes. Hot winds eerily
whistle through the monstrous, rusted chunks of
obsolete mining equipment and smelting facilities, all judged too old and useless to incur the
expense of moving them off-planet. These silent
steel ghosts rise from a planet surface that bears
deep scars and holes from various mining operations.
The ground under Dega's surface is honeycombed with mining tunnels. Many are now unsafe, and a minor disturbance (such as a blaster
skirmish) could cause a sizable collapse.
Dega has but one use now: it is a favored site
for negotiating illegal deals, exchanging contraband, hiding hostages, and the like. Dega has
become a neutral meeting ground for the many
gangs, bounty hunters and criminals of the sector. While there have been many minor battles
and betrayals on Dega, the truce has held for
most of the groups operating on Dega.
Adventure Hook: While travelling through
the Elrood sector (but not on the E-D Run) the
characters find a light freighter that has been
holed by a small asteroid. The crew of three is
dead. On one unfortunate is a small information
disk which reveals that a Radell Miningexecutive's
teenage daughter was kidnapped by six bounty
hunters hired by Imperial Mining. The girl was
taken from Elrood to Dega.
On this ship were the three bounty hunters
who were sent to deliver the ransom demands to
the girl's father. The demands are for 1,000,000
credits plus the schematics for a new mining drill
that Radell is developing. The cash and the plans
are to be delivered to Dega Smelting Facility #423. As the situation now stands, the girl's father
knows that she is missing, but not why.
Ha/bara
A tropical planet with great mountain ranges,
Halbara is a world rich in ores, and is the primary
source of Radell's mineral wealth. Halbara's climate is hot and steamy in the spring and summer. The fall is a rainy season, while the winter is
characterized by powerful monsoon-like storms.
Daytime temperatures reach about 30 degrees
centigrade, with thick and uncomfortable humidity. Nighttime temperatures fall to about 15 degrees, but the humidity breaks most of the time.
The world is thick with jungle growth, animals
and insects (which pose a major annoyance unless using the proper repellents).
At least a dozen mines dot the planet. All
operations are run from a centralized location
called Halbara One. Halbara One facilities include a spaceport, an ore-loading facility, a small
corporate office building, and an apartment com-
108
Korad
This small dusty planet is akin to a roadside
stopover that has seen better days. There is a
small automated landing pad on the planet's
north pole that is serviceable for repairing minor
ship damage. Most ship pilots simply bypass
Korad and continue on the E-D Run.
These days, Korad has one prime business:
salvage. The planet was originally settled in the
time of the Old Republic by a corporation called
Renew, which specialized in metal reclamation
and wreck salvage. Korad was used asadumping
ground for old ships, vehicles, machinery and
other wastes. Many years ago, Renew went bankrupt, leaving the world independent. To this day,
the world is a giant refuse yard - it is a place
where just about anything can be abandoned
with no questions asked (since no one is in
charge of the planet). Many criminals use the
planet as a good place to dump the bodies of
beings who are "in the way."
Circling the planet's circumference like a natural space ring is a band of scrapped vessels, many
dating back to the Old Republic. The barren
surface is littered with wrecks, ranging from
starfighters, to freighters, to repulsorlift vehicles,
to old droids, to old landspeeders. The atmosphere is thick with the odor of leaking fluids
from the wrecks, spilled chemicals and the like.
Korad's atmosphere requires a breather mask.
On Korad, a character can find the remains of
practically every model of vessel or planetary
vehicle. Naturally, most are stripped. Finding a
useful part is a Very Difficult search skill roll. The
closest thingto a caretaker is a wheezy old public
relations droid named Emtee-Seventee. MT-7T is
still functional, though its programming is incomplete, as parts of its memory have been
erased. The droid is left over from the days when
Renew was still in business. When Renew went
bankrupt, the remaining staff evacuated quickly.
There was only one vessel for evacuation purposes, and there was just no room for the droid.
It is believed that several groups of scavengers and refugees have taken up residence in the
.....ITA.IiR~==============================~E=:I!!:r~O~O~d~s~e~c;!t~o~r~O~v~e;:rv~ie~w:::::
-WARS
lanthrym
An ice planet orbiting a yellow sun, Lanthryrn is
a world of people still angry about a slight that
occurred centuries ago. When the Elrood-Derilyn
Trade Route was assembled, Lanthryrn and Coyn
competed to be the third major stop on the route.
When Coyn received the endorsement, the governor of Lanthryrn was enraged and insulted.
. Though that governor is dead, a descendant of
his lives on as governor and carries on that hatred.
As a result of the trade route choice, Coyn's fortunes increased while Lanthryrn's declined.
The population, fed a constant stream of propaganda by the government, is sullen and resentful. Lanthryrn is the only planet in the sector
where Gamorreans are in the majority, and the
politicians have openly suggested that Coyn was
chosen because the Coynites "have chosen to
cultivate good relations with their Human masters." People who come from Coyn are often
assaulted and their ships vandalized.
Due to its weak economy and the desire to get
even with the other worlds that have slighted
them, Lanthrym has tacitly allowed criminals
and smugglers to operate with minimal interference. Of late, the pirate Dorok and his men have
moved into the Lanthrym system. Law enforce-
109
EE:!!lr~o~o~d~S,!;e:.ct~o~r:,:O~v~e:!:rv~i~e~w~==============================:;:;STAR...
WARS""""
ters and try to kill them. The characters' employer dies during the fight.
The man was a friend of Governor Alrym, a fact
not known by anyone until after the victim's
death, when the local law enforcement officer
investigating the scene (long after the gang has
fled) positively identifies the victim. The local
law believes that the characters are somehow
responsible for the man's death. The characters'
ship is impounded. The characters must somehow retrieve their ship and avoid the law while
trying to establish their innocence.
Osirrag
This small planet boasts a pleasant climate of
light breezes, perfumed air, and moderate temperatures. Summers are warm and calm; winters
Tifnyr
Tifnyl System has no habitable planets. The
largest moon of the fourth planet, a gas giant, has
a thin atmosphere and a primitive ecosystem.
The Empire has set up a small listening post
here. A crew of 10 technicians and 10 Imperial
Navy troops man the station. One of the two
Imperial Star Destroyers docks here once a month
to rotate crew members and drop off supplies.
The post's military value is negligible. It was
established by Moff Villis Andal as a ploy to get
additional credits sent to his sector from the
public dole, and so far the plan has worked
remarkably well.
Adventure Hook: The Alliance has found out
about the existence of the listening post, and has
commissioned the characters to destroy it with
a commando raid. However, Moff Andal has recently been asked to again account for the post's
existence thanks to an audit in the Empire's Office
110
Torina
For years, Torina suffered the stigma of being
a minor stop on a small trade run. When Derilyn
was seized by the Empire, Torina became more
important to sector trade. In the past few years,
a major land spaceport and two orbital spaceports were built. Hotels, bars, casinos, and warehouses have sprung up to handle the new economic boom. The Torines (a near-Human race)
have invested their profits in additional industry,
but also have a strong aesthetic streak and have
spent much on beautifying their world and maintaining the overall ecosphere.
Besides trade, Torina has a thriving electronics industry. Most consumer electronics can be
found on Torina for 20 percent less than normal
rates. However, they are local knockoffs, and are
thus not as reliable as brand name products (for
example, if using a complication on the Wild Die,
a Torine product fails). One repair attempt can
be tried, and it is a Moderate task. I! the roll
succeeds, the item resumes operation. I! the roll
fails, the item is permanently damaged and cannot be repaired. Once characters have learned
better, they will probably seek out "brand name"
electronics and find out that Torina levies a 50
percent tariff on imported electronics!
The primary corporation that manufactures
these inferior products is Quality Electronics of
Torina. They have offices and major retail outlets
on Coyn, Lanthrym, and Elrood proper, and their
products are available through independent
merchants throughout the sector.
I! there is one emotion that governs most
Torines today, it is fear. Despite their newfound
wealth, the Torines see themselves as teetering
on the brink of Imperial domination. Any day
now, the Torines expect to see a huge Imperial
fleet arriving in-system, bent on conquering the
small planet. Thus far, the only overt Imperial
presence is the occasional shuttle that transports a few Imperial officers here, ostensibly for
relaxation purposes.
Behind the placid images of a peaceful and
prosperous world, Torina is a center of Imperial
and Rebellion espionage. The world is controlled
by the Empire, no matter how marginally. However, the Empire is keeping a close eye on the
planet to determine if a more forceful presence is
warranted. Naturally, the Rebellion is trying to
quietly earn the Torines' support. The Torines
must be very careful in the next few years to
avoid violent retribution for "rebelliousness."
--ITA..
R~==============================:.;E:.'!!r~o~o:::d~s~e;:c~t;:;o:::r':O~ve~rv~i~ew~
_AU
Devron Zal
Type: Small Corporation Junior Executive
DEXTERITY 2D
Blaster: hoJd-out blaster 50, dodge 5D
KNOWLEDGE 4D
Bureaucracy 60, business 6D+2,languages 50, planetary systems: Elrood sector 50+2.
value 60, willpower 70
MECHANICAL ID
Ground vehicle operation 20
PERCEPTION 4D
Bargain 70, con 60, persuasion 60
STRENGTH 2D
TECHNICAL 2D
First aid 3D, security 30+2
Character Points: 5
Move: 10
Equipment: Hold-out blaster (30), comlink, datapad, recording rod, several nashy
business suits, Radell Mining expense card
Capsule: Devron is a junior executive with Radell Mining. His official title is
"Chief Contractor Liaison" - he is in charge of hiring temporary and contract
friendly towards them. His disdain Is evident for those who fall short of his
expectations.
111
RR....
EE~lr~o~o:?d~S~e~c;!t~o~r:,:O~v~e:!:rv~ie~w~================================::;n~
WA~
Crime Bosses
Like most other regions of the galaxy, the
criminal underworld is alive and well in Elrood
sector. There areseveral prominent crime bosses
in the sector.
These characters can have many uses in an
Elrood sector campaign. Characters may encounter the bosses when they need a quick, "no
questions asked" high interest loan (for guidelines on "loan sharking," see pages 27-29 of Galaxy Guide 6: Tramp Freighters, Second Edition).
Perhaps the characters' heroics are attracting
too much attention, and the crime bosses want
the characters "silenced." A crime boss might
anonymously help sponsor a down-and-out group
of characters, only to "call in the favor" later (the
favor could involve striking against a rival
crimelord, or perhaps smuggling some contraband through heavy Imperial patrols).
.Lud Chud
Type: Rakaan (Neuter) Crime Boss
DEXTERITY 2D+1
Blaster4D, dodge 6D, pick pocket 50, running 40, webs 60
KNOWLEDGE 2D+2
Bureaucracy 50, business 60, intimidation 70, law enforcement 40+ 1, planetary systems: Elrood sector 50,
streetwise 70+1, value 50
112
MECHANICAL 2D+ 1
Communications 60
PERCEPTION 4D
Bargain 60, command 70, con 70+2, gambling6D, hide8D,
persuasion 80, sneak 80
STRENGTH 4D+2
Brawling 60, climbing/jumping 80
TECHNICAL 2D
Security 40
Special Abilities:
Fangs: STR+ 10 damage
Webbing: Chud can shoot 2 webs from its abdomen every
round, using its webs skill. Breaking out of a web is a Very
Difficult Strength or lifting task. The webs retain their
potency for two hours, and have a range of 3-4/8/12.
phase.
Boss Kaggle is Lud's biggest rival. Lud's chief
ambitions are to be the absolute head of all crime in
B055 Kaggle
Type: Oazouri Crime Boss
Rest Form
DEXTERITY 1D
Brawling parry 10+2, dodge 60, melee combat 10+1,
melee parry 40, pick pocket 70
KNOWLEDGE 3D
Bureaucracy 60, business 60, cultures: Elrood sector
60+1, intimidation 60, languages 50, law enforcement
50+2, planetary systems 60, streetwise 60, surviv:al 50,
value 50, willpower 60
MECHANICAL 1D
PERCEPTION 3D
Bargain 60, command 60, con 70, forgery 50+ 1, gambling
60+2, hide 70, persuasion 60, sneak 60
STRENGTH 1D
Brawling 20, climbing/jumping 3D, melee combat 10+1,
stamina 3D
TECHNICAL 3D
Computer programming/repair 60, droid programming
50, droid repair 50, security 70
.....rrAR"r==============================::.!E~J~rO~O~d~s~e~c~t~o~r~O;!;v~e~rv~je;:w:::::
_ARS
Rage Fonn:
DEXTERITY SD
melee parry 80
KNOWLEDGE 10
Intimidation 40
MECHANICAL 10
PERCEPTION ID
STRENGTHSD
Brawling 80. climbing/jumping 70. lifting 60+2, stamina
7D
TECHNICAL 10
Special Abilities:
Rage: When a Dazouri is wounded, badly frightened,
threatened with bodily harm, successfully intimidated or
infuriated, he transforms into his rage form. He can also
initiate it at will, but it is a Very Difficult Perception task.
Lud Chud.
Pirates
There are a couple of active pirate bands in
EJrood sector. Despite their best efforts, the Imperials have been unable to eliminate or capture them, much to the chagrin of Moff Andal.
Grakkata
DEXTERITY 10
Bowcaster 40+ I, brawling parry 3D, dodge 40, melee
20+2. melee parry 40
KNOWLEDGE 2D+ I
Business 30. intimidation 70. languages 40, planetary
systems: Elrood sector 40+2, streetwise 3D. survival 40.
value 30. willpower 30
MECHANICAL ID
Astrogation 30+ I, repulsorlift operation 40, space transports 50, starfighter piloting 40+2. stars hip gunnery 30+ 1
PERCEPTION ID
Command 20, hide 30, sneak 40
5rRENGTH 4D+2
Brawling 60+2, climbingfjumping 60, lifting 60, stamina
50+1
TECHNICAL 2D
("Oh, please don't threaten me, gentlemen, it upsets me so! You really don't want to upset me, do
113
-EE.!!lr;;o~o~d~S~e~ct~o~r;';O~v:lie:!:rv~i!.!:e~wl::.:==============================;'TAR...
WARS""""
-STAR~===============================-E~I~r~o~o~d~s~e;:c;lt~o~r~O~ve~rv:::::!i~e::::w
_AU
Rakaans
Rakaans are large, predatory creatures
from Rakaa IV, a warm jungle and forest
world on the edge of the Core. The creatures
are rarely encountered away from their
homeworld.
Physically, Rakaans have a segmented,
mottled green to dark brown body, with a
bloated abdomen and ten limbs. The back
eight legs work together for fast locomotion
and swimming, while the front two limbs,
longer and nimbler, are tool- using limbs with
prehensile hands and opposable digits.
Rakaans can shoot webs to trap prey. The
webs are created in a small sac on top of the
abdomen, and are shot out of the top side of
the abdomen segment. Normal webs can last
for about two hours. Rakaans who chew on
the nargk root native to their world can mix
its juices with their saliva to produce a preservative adhesive that can last for many
weeks without losing strength. This adhesive
is used to cocoon victims for later feeding. A
pair of glands inside a Rakaan's mouth produces an acidic substance that dissolves the
webs.
The Rakaan "head" is mounted on a long
neck. The face boasts four segmented eyes,
which can move independently of each other,
and asmall openingthat leads to theRakaan's
hearing organs. A series of pits on the head
allows the Rakaan to breathe when the rest of
the body is underwater.
The Rakaan mouth is located underneath
the abdomen, and is equipped with a set of
mandibles.ARakaancanalso breathethrough
its mouth. The brain is located in the center
of the abdomen, along with the other major
vital organs, welkushioned from impacts
and injury.
Rakaans are native to warmer climates:
they go into hibernation in cold weather
(below zero degrees standard). The normal
Rakaan life span is about 160 standard years.
Rakaans have five life phases, which also
correspond to unique sexes - child, female,
neuter, male, and andro. Each Rakaan normally experiences at least three phases during its lifetime. There is no steady cycle of the
life phases: on average, a Rakaan is in child
phaseforthefirst30years of its life, but it may
114
Infemalephase,Rakaanslayeggs.
After the eggs are fertilized, the female retakes the eggs into her abdomen, where they are nourished.
Rakaans in female phase are largest, reaching their full height, and
their abdomen normally elongates,
giving them a length of up to four
meters. After the eggs have been
nourished for three months, the
eggs are released into a nesting
chamber, where the andro phase
Rakaans are responsible for bringing the eggs to maturity.
The final Rakaan phase, andro, is
of average size for the Rakaan species. The andro is responsible for
nurturing fertilized eggs. The
andro's glands produce a unique
paste, released through the mouth,
whichmustbespreadovertheeggs.
The nourishment from the eggs
feeds the young Rakaan until they
are ready to hatch into child phase,
three months later.
Rakaan
Attribute Dice: 12D
OEXTERITY 10/40
KNOWLEDGE 20/40+2
MECHANICAL 10/30+ 1
PERCEPTION 10/50
STRENGTH 20+2/50
TECHNICAL 10/20+1
Special Skills:
Dexterity skills:
Webs. Time to use: One round. This is
webs.
Special AblIllles:
Fangs: Do STR+ 1D damage.
Webbing: Rakaans can shoot up to two webs every round;
their bodies can produce three webs per standard hour
115
EE~lr!:l0~o~d~S:l;e:;c!:to~rW;0~v~ei!:rvl::!lie~w::::.:==============================~'TAR
WARS""""
Computer programming/repair 3D, droid repair 3D,
repulsorlift repair 3D, starship repair 4D+ 1
Special Abilities:
Berserker Rage: +20 to Strength when in immediate danger. See page 137 of Star Wars: The Roleplaying Game,
SecondEdition and page 124 of the GamemasterHandbook.
Climbing Claws: Add +2D to climbing.
Force Points: 2
Dark Side Points: 1
Character Points: 7
Move: 11
Equipment: Bowcaster (4D), comlink, datapad
Grakkata shares the Wookiee tendency toward violence, but her intimidating presence is often enough
to get appropriate levels of cooperation from her
victims. Aside from piracy, Grakkata is involved
with smuggling, illicit passenger ferrying and gun
running. She loves travelling the Extreme, as it
represents a challenge.
Characters will have a strong ally in Grakkata if
they make friends with her. She knows Elrood sector inside and out, and if they earn her confidence,
she will provide advice and act as gUide for the
newcomer characters. Grakkata wants to stay alive
and prosper, and see the Rebellion beat the Empire,
which will enable her to return to Kashyyyk.
Treespirit
Craft: Ghtroc Industries class 720 freighter
Type: Modified light freighter
Scale: Starfighter
Length: 35 meters
Skill: Space transports: Ghtroc freighter
Crew: 1; 1 can coordinate
Crew Skill: see Grakkata
Passengers: 10
Cargo Capacity: 135 metric tons
Consumables: 2 months
Dorok Zalaster
Type: Bloodthirsty Pirate
DEXTERITY 3D+2
Alien species 40+2, intimidation 60+ 1, planetary systems: Elrood sector60+2, streetwise
5D
MECHANICAL 2D+2
Space transports 40. starfighter piloting 40+ 1, starship gunnery 40, starship shields 3D
PERCEPTION 2D
Command 40, con 30, forgery 30, hide 5D, sneak 50+ 1
STRENGTH 3D
Brawling 50+2
TECHNICAL 3D
Security 40
Character Points: 9
Move: 10
Equipment: Blaster pistol (40), two grenades (50), blast vest (+10 physical; +1
energy), com link
116
-n'AR~==============================~E~f~rO~O~d~s~e;:c~t~o~r~O~v~e;:rv~ie;:w::::::
-WARS
Cosl: 46,750
Hyperdrive Multiplier: x2
Maneuverability: 20
Space: 4
Atmosphere: 280; 800 kmh
HulI: 40
Shields: 20
Sensors:
Passive: 15/00
Scan: 30/10
Search: 50/30
Focus: 2/40
Weapons:
Four Laser Cannons (fire-linked)
Scale: Starfighter
Length: 42 meters
Skill: Space transports: 344 Light Cruiser
Crew: 4, gunners: 4, skeleton 2/+10
Crew Skill: Space transports 40, starship gunnery 4D,
starship shields 3D
Consumables: 3 months
Cost: 375,000 credits
Hyperdrive Multiplier: x2
Hyperdrive Backup: xlO
Nav Computer: Yes
Maneuverability: 20
Space: 9
Atmosphere: 400: 1,150 krnh
Hull: 50
Shields: 20
117
EE:!!lr~o~o~d~S,!;ect~o~r:'02::v:lie:.!:rvl::,~eil:w~==============================::;:;'TAR
WAIU""""
Sensors:
Passive: 30/10
Scan: 60/2D
Search: 90/3D
Focus: 4/40+ 1
Weapons:
Four Laser Cannons
Damage: 50
Capsule: The
Last Thing
cruiser captured through clever deceit and a wellexecuted plan. Dorokhas made extensive modifications to it. The name comes from Dorok: "My ship is
the last thing my victims see."
.<~:;;;;::.:
..........:.......
:.: :;:;::::::: : .
Bounty Hunters
Elrood sector is an area that plays host to
several bounty hunters. Despite the presence of
a "refuge" world (Kidron), the dangers of openly
hunting individuals on Kidron discourages much
action on that world. Bounty hunters most commonly frequent Coyn (because it is a major crossroads in the sector) and Elrood (because it is a
major trade route on the world). Aside from
Grea, there are few experienced bounty hunters:
those few bounty hunters who do comb the
space lanes of the sector tend to be on the
amateur and inexperienced side.
118
....srA~~==============================:.;E;,I~r~O~O::;:d~s~e~c~t~o~r':O~ve;,rv~i;,ew~
_AU
Elrood Slang
Elrood sector, much like other regions of the galaxy,
has its own slang. Although each world has its own
unique phrases and words, these slang terms are fairly
common and well-known in most areas. While they may
have fallen out of favor, or never have been very
popular, most people will know and understand these
phrases.
Almosters: Residents of Lanthrym, which almost won
a coveted spot on the E-D Run. Warning: Lanthrymers
do not like to be reminded of this. Using this phrase
around them is likely to provoke a fight.
Blackheads: Imperial officers. Named for the black
caps they wear.
Businessman: A smuggler.
Chirps: Any droid that communicates through electronic languages of beeps and whistles and cannot
speak Basic.
Dreamers: The Rebel Alliance. While the Elroodians
would love to seethe Empire fall, they think the Alliance
is a pipe dream.
Drift, The: A huge cloud of gas that spans much of the
sector. It is reputed to be extremely dangerous to
navigate and there are no known hyperspace routes
through the region.
E-D Run: Nickname for the Elrood-Derilyn Trade Route.
Extreme, The: The section of the E-D Run that is under
Imperial control, running from just beyond Torina to
Derilyn. So named due to the belief that anyone travelling the run from Derilyn to Torina is extremely unlikely
to make the run without being boarded or harassed by
the Empire.
Fmally Made His (Her) Fortune: The person died.
Normally used as biting sarcasm.
Flying Rocks: Ore carriers.
Flying Triangles: Imperial Star Destroyers.
Gate, The: Coyn, the closest planet to the rest of the
galaxy.
Gnats: Also "Swarm of Gnats." TIE fighters.
Grunts: Gamorreans. Derisive term.
Guest: Someone taking refuge on Kidron.
Helping the Emperor: Someone who has been seized
by the Empire and forced to work in the mines of
Imperial Mining.
His Imperial Travesty: The Emperor.
Krilhead: Astupid person. Named for the unintelligent
bovine creatures that act as the chief source of meat for
the sector.
Link, The: The informal sector-wide network of
119
-EE~lr~o~o~d!.1S~e;,ct~o~r:';O~v:;e:!:rv~i~e~w::..:==============================;:''TAR...
WARS""""
Grea was born on Kidron. She left her home
planet as soon as she was able. Her years as a
drifter yielded impressive results: she won a small
ship from a gambler and picked up her military
skills while ferrying a group of mercenaries around
the nearby Methall'has sector.
Grea is ruthless and amoral, but pragmatic and
honest. Onceshe is hired to find someone, nothing
can shift her focus. While she will consider any
task, regardless of the moral implications, she is
true to her word and will not lie to a client. Her
objective is simple: to make as many credits as
possible.
Like all Orfiles, Grea can use her highly developed sense of smell to track people, determine
what sorts of things were in a room (provided
those things give off any sort of scent), and even
fight in total darkness unhindered. For tracking her
quarry, Grea relies on a combination of a network
of informants plus her keen senses.
The Neverquit
Grea's ship, the Neuerquit, is a small, custombuilt vessel from the Coyn Shipyards. It is the
only one of its kind, though the schematics exist
to build more. The vessel looks like a dagger, with
the engines set into the "handle." It has a bellymounted laser cannon turret. The entire vessel is
black. The appearance of the Neuerquit has become a harbinger of bad luck to local spacers.
"Neuerquit's nearby, someone's gonna die" is the
litany often repeated when the ship is sighted.
120
.....sTA:!'!:R====================~~
-WARS
Elrood
Elrood
Elrood
Type: Terrestrial plains
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban, plains
Length of Day: 28 standard hours
Length of Year. 364 local days
Population: 6 billion
Planet Function: Sector capital, manufacturing, trade
Government: Representative democracy
Tech Level: Space
Major Exports: Starships, refined metals and ores, processed alloys
System Datafile
Elrood system, star: Elrad, yellow sun.
Six planets in system - third planet, Elrood,
can support life. Others can support artificial colonies. Elrood is the main system
planet.
Elrood is the capital of Elrood Sector.
Heavy ship traffic ahead. Please turn ship's
comm to channel XTX984, local planetary
spaceport control channel, for landing instructions.
searing rock
Acatal
barren rock
Elrood
temperate plains
Akana
Thrang
barren rock
gas giant
Tufar
ice ball
Moons
o
o
2
1
7
World Summary
Elrood serves a triple role in its sector: capital,
major manufacturing complex and trade center.
The world is comfortable, with a pleasant climate
and large landmasses within habitable zones.
Due to its status as sector capital, Elrood is a
busy world, bustling with starships and aliens
from many species.
The planet supports several immense urban
megaplexes, and large factories dot the landscape. Elrood is home to the largest free ore
refineries in the sector (Derilyn has similar facilities, but its status as an Imperial occupied world
prevent easy access to these plants). Most of the
ore is brought here from mining worlds throughout the sector. Elrood's chief exports are refined
metals, which find their way into buildings,
starshlps, and processed alloys.
System Summary
The Elrood system is located on the edge of
the sector. Elrad, the system's sun, is a common,
main sequence yellow star. Elrood is the system's
third planet.
Trinka, the closest planet to the sun, is a
harsh, hot rock, and seems to lack any commercial potential, although there is a small Elroodian
scientific outpost on this world.
The second planet, Acatal, is another barren
world, though it has a thin atmosphere (type II).
There is a small mining facility here, owned by
Radell Mining.
Akana is the fourth planet. It is an unremarkable world with a trace atmosphere and almost
no moisture. Aside from a few microbes embedded in the rocks, the world is barren. Akana could
be terraformed, but it is an unnecessary expense
at this time. Akana has a small, sealed artist's
colony, a place of isolation where people can go
to think in peace and solitude. The colony is
121
EE;!!lr~O~O~d!.:===================================~'TAR...
WAIU""""
Landing Procedures
Whenever a ship approaches the system and
switches to channel XTX984, the following procedure occurs. Because of the very orderly nature
122
.....ITAR
. .~=================================!E;,!;lr~O~O~d
_AIU
123
-EE.!!lr~O~O~d~==================================:::::;~srAR...
WARS""""
Elrood Prosperity Cruisers
Craft: Elrood StarYards Ltd. Prosperity-class Customs
Cruiser
Type: Light cruiser
Scale: Capital
Length: 300 meters
50
Passengers: 40
Cargo Capacity: 2,500 metric tons
Consumables: 6 weeks
Cost: 12 million (new), 7 million (used)
Hyperdrive Multiplier: xl
Hyperdrive Backup: xl6
Nav Computer. Yes
Maneuverability: 3D
Space: 9
Atmosphere: 400; 1150 kmh
Hull: 40
Shields: 2D
Sensors:
Passive: 50/10
Scan: 90(20
Search: 200/30
Focus: 10/40
Weapons:
6 Heavy Turbolasers
Fire Arc: 3 front, I left, 1 right, 1 back
Crew: 2
Scale: Starfighter
Elrood Starports
The starport most likely to be used by the
characters will be Elrooden Starport. There are
four Imperial class starports on Elrood, located in
the megaplexes of Elrooden, Dinbar, Elraden and
Lodos. A fifth Imperial class starport, Radell Central, is strictly for Radell Mining's ore carriers.
There are eightstandard class ports toservesmaller
cities. All Imperial class starports are assigned a
Prosperitydass cruiser and several cloud cars.
Because Elrood is a peaceful world, there is no
need for extensive defenses, and thus there are no
weapon emplacements around these areas.
Elrood is a world that prides itself on appearances, and this naturally extends to its starports.
The starports are an antiseptic white, and are
kept spotless. There are no transients, drunks,
con men, beggars, or otherriffraff here, and there
are always plenty of security guards around eager to lend assistance and enforce the law. The
air is filtered, purified and mixed with perfumes
for added comfort. There are countless protocol
droids (for translation as well as information)
and valet droids to carry bags and luggage, all of
them polished to reflective brilliance.
124
P~===================================.!:E;!:fr~O~O~d
_AU
.....ITA,..
;::":; -,
"
....
.
;:;.
:;;;
"
.-.:".";-,<-;:::
Storage
Areas
Ifor leasel
Security
The Pit
-.:;-::_-:-:.,---
Starport
Control
Administrative
Offices
Restaurant
--.
-.
:~~:~~:.:;
125
_A-EE!!:lr2oo2d5!.:=================================~ST.~
WAru-'
Elrood Starport Main Regulations
o Basic landing fee is 10 credits per 10
meters of ship length. This includes decontamination fees. Berthing is 10% of the docking fee per day.
o Port customs fees are I % of value (based
on Elrood Customs standard assessments)
of cargo to be delivered or to be picked up.
o A fine of 20% of Elrood Customs standard
assessments will be assessed on additional
or missing cargoes when compared to the
ship's manifest.
o Ships must register with Elrood Starport
Command prior to departure. A departure
time and flight path will be assigned. In the
event of a ship missing its departure time,
the ship's captain must file for a new departure assignment.
o Ships are expressly forbidden to discharge
weaponry within Elrood System. Violation
ofthis will result in fines and imprisonment.
o Visitation fee is 5 credits per sapient (no
fee for droids).
o The following cargoes are contraband.
Carrying them will result in seizure of cargo
plus a fine of 40% of the cargo's value.
Failure to pay this fine will result in the
impounding of the offender's ship.
Cargoes:
Weapons (special permits must be purchased before travelling to Elrood)
Armor
Unregulated ores (special permits must
be purchased before travelling to Elrood,
with the fee being 3% of the Elrood Customs
standard assessment value)
medical droid checks all crew members for diseases and parasitic infections. The crew is given
a series of painless immunization injections to
protect against any potentially dangerous diseases on Elrood.
A small transponder, encoded with the user's
unique cellular structure, is painlessly inserted
under the skin on the back of each person's hand.
The transponder identifies the person and certifies that the being has passed all immigrations
and customs requirements. It will break down
into harmless component substances after a
month, so there is no need to have it removed. All
Elroodian law enforcement officials carry
datapads which are equipped with scanners that
can determine an individual's identity within a
few seconds.
Meanwhile, decontamination droids survey
126
Spaceport Features
The spaceport features a monorail station
that moves the characters to Elrooden proper in
a matter of a few minutes. Fare is one credit.
For those who wish to travel Elrood sector in
luxury, the Elrooden Starport is the embark and
debark point for Transsector Lines Ltd., a company that runs passenger ships from Elrood to
Torina. Ships leave at midday every other day,
....ITA,..
RF=================================!E~lr~O:::O~d
_AU
and also stop at Coyn and Merisee. Each passenger vessel carries 150 passengers. Fare one way
is 250 credits for standard passage, 1,000 for
luxury passage.
For cargo traders and independent haulers, a
location of prime importance within the spaceport
is an establishment called "The Pit." Despite its
unpromising name, it is a bar and restaurant where
independent cargo haulers, contractors, traders
and others come to do business and exchange
stories. Unlike many other taverns, the Pit has a
relaxed and professional atmosphere, and like the
rest of Elrood, it is a calm and orderly place. There
is a five credit cover charge to enter.
Inside, the Pit has a huge, sunken conversation
pit (there are no seats in the conversation pit).
Above the pit, at floor level, are a number of booths
where business can be conducted in private. The
booth seats are programmed to conform to the
anatomy and comfort of the occupant. Along the
walls are data panels showing ship arrivals or
departures, and available cargoes.
The conversation pit is usually bustling with
pilots and shipping agents. Pilots try to outbid
each other to carry cargo, while the shipping
agents try to hunt for the best bargains. The
conversations are often lively.
Characters can get a job hauling freight if they
hustle enough cargo merchants over the course
of a few hours. Make bargain, business or persuasion skill checks to see how well they do.
The Pit's main barkeep is Travis Chaz. Chaz
has been here for about 30 years and has "seen it
all."
Travis Chaz
Type: Wizened Bartender
DEXTERIlY 2D+2
Blaster 50, brawling parry 50, dodge 70, melee combat
60, melee parry 50
KNOWLEDGE 4D
Alien species 60, bureaucracy: Elrood 70, intimidation
STRENGTH 3D
Brawling 70
TECHNICAL 2D
First aid 40
Character Points: 8
Move: 10
employers or employees.
Chaz also knows a lot about the whereabouts of
different personalities that haunt the Elrood Sector. This information he does not give out easily.
Smugglers' Strip
Despite strict regulations on the part of
Elrood's government, the smuggling trade is alive
and well on Elrood.AlI incomingships are brought
down into the atmosphere over the mountains
on the northern continent (roughly in the middle
of the triangle formed by Dinbar, Elrooden and
Radell Central), where they are instructed to
travel at a 10,000 meter flight ceiling. However,
sensor readings do not cover the entire region,
so for a substantial portion of the journey to any
of these cities, ships are unobserved.
Several years ago, the enterprising crime cartel of Lud Chud built a small, isolated landing
station deep in one of the mountain valleys. Now
known as "Smugglers' Strip," this area is about
1,500 kilometers northeast of Elrooden. The actual facility itself is a simple level patch of ground
with several memory-plastic "temporary" shelters on the mountainside - to the casual eye,
this could be a homestead or small farm. Instead,
below ground level, there are vast underground
storehouses for keeping contraband weapons,
spice, medicines and any other materials that are
smuggled onto Elrood (many items are smuggled
in simply to avoid the tariffs). The area around
the facility has carefully placed sensor bafflers to
disguise the presence of the underground hangars and anytrace emissions left from the comings
and goings of starships.
Smugglers' Strip is a smooth operation - a
ship landing can be unloaded of contraband, be
refueled and be back on its flight plan within the
span of a few minutes. With careful high speed
flying, a ship can arrive at a starport on schedule
so that the automated flight system or flight
controllers have no idea that the ship even
stopped.
The field itself always has half a dozen mob
musclemen, and usually a more "refined" representative of the mob, who provides payment and
otherwise ensures that deals are completed.
Landspeeders are available to bring cargo into
the cities, where it is sold on the black market.
Lud Chud realizes that Elrood Space Central is
very efficient. He is very careful about doing
127
~E~lr~O~O~d!..:=====================================::!
'TARWARS""""
~ ~~~-..:.-..:.:.-..1'..L::=:.:!
128
.....rrAR
..~===================================.!E;!,lr~O~O~d
-WARS
business at the strip. Only a few ships per month
are allowed to land here. As a result, black market
prices are five times higher than standard cost.
Finding a black market dealer is a Very Difficult streetwise task, and takes two hours per
attempt. Among the likeliest locations is Elrooden
proper and the Pit.
In order to get in on the smugglers' scam, the
characters must first prove themselves trustworthy to Lud Chud or one of his subordinates.
Normally, a crew is also expected to pay a 500
credit "sign-on" fee to be brought into the organization, and from then on the crew must follow
Lud Chud's orders or risk his wrath.
Average Mob Muscle. All stats are 20 except:
blaster: blasterrifle 6D, melee combat5D, brawling
6D, streetwise 5D. Move: 10. Blaster rifle (50),
Elrooden
Elrooden is the capital cityof the planetElrood.
A huge, sprawling megalopolis, Elrooden and
vicinity is home to 100 million. Elrooden has
never had a centralized plan, so the city has
sprawled out over countless square kilometers
in an odd mixture of residences, businesses, and
factories. Clusters of huge buildings tower overhead, creating artificial canyons below, where
private residences, multi-story residences and
,small businesses crowd for space. Many of the
buildings have underground levels, and there is
an elaborate underground repulsor rail transportation network linking major portions of the
city. Above ground, the city has the monorail
network, which has several main lines (including
the link to the starport) as well as countless
minor lines for commuters and casual travelers.
There is a major repulsor highway network for
personal vehicles, as well as several
airspeederways, which are patrolled by cloud
cars and marked by computer-monitored navigation buoys.
Elrood Bazaar
The Elrood Bazaar is not only the largest marketplace on Elrood, it is the largest in the whole
sector. Within the confines of the bazaar, tourists
find an endless array of shops (large and small),
offering every imaginable (but legal) product starships, droids, language disks, holograms,
clothing, souvenirs, furniture- almost anything
can be found here.
While Elrood Bazaar is far from the most largest facility of its type in the galaxy, it is nonetheless impressive to tourists who travel from
throughout the sector to visit here. Aside from
the endless array of shops and services, the
bazaar contains restaurants for every income
level, the Elrood Sector Stock Exchange,
landspeeder rental and retail locations, a cultural and entertainment park with rides, virtual
simulations and hologram experiences, and large
traditional picnic parks. Aside from conspicuous
consumption, the bazaar's choices are so diverse that it is as much recreational facility as
shopping area.
The facility is huge - the Grand Plaza, or
Oaya, is over three kilometers across. Between
the Oaya and the ring of permanent shops surrounding the area, called the Perma, there are
literally a million different businesses. The bazaar has both a monorail station and immense
underground parking facilities (the main
speederway linking the starport and the capital
city passes near the bazaar).
The entire bazaar is open day and night, year
round (although many of the smaller businesses
shut down for the night). The Oaya features
129
EE:!!lr~O~O~d!.:===================================i:5TAR
WARS""""
130
....sTA.IiR~===================================!E~Ir~O~O~d
_AU
oddities, prepared food, small items, live entertainment, and unusual bargains. During the day,
the Grand Plaza is choked with crowds buying,
selling, and haggling for their choice of goods.
The Perma's stores are generally much larger
and feature the more upscale and exclusive goods:
vehicle, droid and starship dealers dominate
much of this area.
Many of the companies found in the Elrood
Sector have branch offices in the bazaar, ranging
from large, retail stores to one room offices with
only a representative and computer.
Of course, the Elrood Bazaar isn't as clean and
wholesome as the local government would prefer. While there are many undercover agents who
scour the area looking for black market dealers
and pick pockets, these elements are a fact of life.
Characters who want illegal goods should make
a Difficult streetwise check (roleplay these scenes
out). At night, characters may find themselves
jostled, and their wallets lifted. There are a very
small number of actual assaults and armed robberies - certainly not enough to give people
pause about going out at night. Like Radell and
the Starport, Elrood Bazaar has its own private
security teams.
Elrood Bazaar Security Guards. All stats are
2D except: blaster 3D+ 1, dodge 4D, languages
3D+1, Strength 3D+2. Move: 10. Hold-out blaster
(3D+2), blast vest (+ I energy, +1D physical),
comlink, datapad.
Here is a listing of some of the more prominent
companies in the bazaar:
Radell Mining: The largest mining interest in
the sector, Radell sells refined ores and metals. It
also produces some finished goods. This office is
more of a showcase for Radell's contributions to
Elrood society (a public relations exercise), while
showing offsome ofthe novel and famous projects
in which Radell metals and ores have been used.
Major contractors sometimes approach Radell
through this office.
Delat Personal Electronics: A small Elrood
company, Delat makes consumer goods such as
chronometers, datapads, location transponders,
comlinks, droid restraining bolts and holographic
projectors.
Ganrite Yards of Elrood, Inc.: Asmall starship
manufacturing company based on Elrood,
Ganrite's product line consists of "clones" of
other companies' established designs. Their most
common vessels are small freighters and personal transport craft, and their most popular
model is the Ganrite Bratillialight freighter, which
is basically a knock-off of the venerable SoroSuub
StarMite light freighter.
Transsector Lines: Transsector's corporate
headquarters are in Dinbar, and this small transport line serves all of Elrood Sector, with infrequent trips to nearby sectors. Transsector is the
most reliable line in the sector and also the oldest
(in fact, Transsector's founder was one of the
navigators who helped plot the Elrood-Derilyn
Trade Route). Prices and service are modest, and
reservations can normally be made within six
hours of departure.
Professiona Artists Guild: The guild has a
small booth area in the Daya, where the most
popular and critically acclaimed works of guild
members are on display. There are several sand
casting sculptures, holographic paintings and
interactive mood chambers, but the most famous (and popular) display is "The Lovers' Dilemma," a mixed media mood chamber and holographic painting by Walls, a brilliant but temperamental artist whose works are widely sought.
The name "Professiona" was selected as a way of
suggesting an exotic and cultured image. For
those who are interested in studying with the
masters, literature and holos on the various programs at the Akana colony are available.
Mercenary Guild of Coyn: The Coynite mercenaries are famous throughout the sector for
their competence and skill. Those who need the
services of the mercenaries may inquire about
contracts at this location, although anyone who
goes through here will be scrutinized by Elrood's
government. Anyone who wants illegal services
performed is likely to be arrested by Elroodian
security officers.
Ekkar Armaments: The prime business for
Ekkar is the sale of short-bladed knives (since
these are the only weapons that may be legally
possessed on Elrood). Characters without
weapon permits must also complete an application for a permit, since a weapon may not be sold
without one. Characters may also purchase any
kind of legal weapon here for delivery on Coyn,
Ekkar's corporate headquarters.
Orfa Olfactory Entertainment, Ltd.: Orfa's
trade is the relatively untapped field of olfactory
entertainment. Of course, scent is the primary
sense for the Orfites of Kidron, but this company
has finally branched into olfactory products for
Humans and other species. At this time, Orfa's
products are a hot novelty item, and they are
quite popular among the trend-setting youth of
Elrood.
Attakril Meats: This Kidron-based company
sells meats in bulk quantities to restaurants and
chain grocery stores, as well as choice cuts of
meats for individuals. Attakril has made an effort
to produce food packages for every budget, and
buying directly from the company means big
131
-EE!!lr~0:l:o~d!.::==================================::;:fTAR...
WARS""""
History
The planet Elrood was colonized by the Old
Republic thousands of years ago. The first settlers found a world rich in basic natural resources
- plenty of flora and fauna, a breathable atmosphere, good water, rich soils for crops, and
some mineral deposits for mining and construc-
132
.....sTAR
..~===================================.!E~I~rO~O~d
-WARS
entity -a bunch of foolhardy revolutionaries who
lack the ability to govern and cannot foresee the
consequences of their actions.
Elrood keeps a nervous eye on Derilyn, ever
fearful that the Empire may decide to crack down
on Elrood and impose martial law. Elrood has
several shipyards capable of producing military
vessels, which may someday be in service to the
Rebel Alliance.
Moon Days
Elrood's culture has several days of special
significance tied to the phases of the two moons,
Sharene and Lodos. The myth of Sharene and
Lodos is tied into the folklore of the planet.
Sharene and Lodos were original colonists, first
married under the twin moons of Elrood. In time,
the phases of the moons came to be associated
with these two lovers, mirroring their lives: ever
changing, always turbulent, yet no matter what
happened, the two were together always. As
many of the Elroodians are poets and romantics
at heart, they have built this myth over thousands of years.
The Lovers' Embrace: Moons within one hand
span of each other. During these times, Elroodian
couples exchange little gifts and give each other
love poems and stories. Couples take vacation
time to be together, romance blossoms and marriages during these phases are traditional. This
happens on three occasions per year, but the
periods of lovers being together last for several
days at a time.
The Lovers' Conflict: The moons are on opposite sides of the sky. Whether it is biological,
psychological or some other unknown factor, it
is known that violent crimes on Elrood are at
their peak during these times.
tored by masters.
A small passenger ship makes the Elrood to
Akana run once a week, at a cost of 20 credits one
way. Staying at the Akana retreat costs 10 credits
a day, but compared to the cost of more traditional training at galactic universities, the colony
is a bargain. While this has never occurred, this
colony would be an excellent location for a Jedi
to train and meditate in peace.
KNOWLEDGE4D
Alien species 50+2, cultures 60, languages 40+2, streetwise
60+1
MECHANICAL 2D+ I
Repulsorlift operation 20+2
PERCEPTION 4D
Bargain 50, con 60+ I, disguise6D, forgery 50+2, gambling
40+2, persuasion 50+ 1
STRENGTH 3D+2
TECHNICAL 2D
Security 40
Character Points; 7
Move: 10
sion that they are undertaking. The fall men will find
themselves accused of the crime, and eventually,
enough damaging evidence will be discovered to
have them blamed for the crime. Crix will sometimes
make sure that damaging "evidence" will end up in
the characters' possession (actually, cleverly duplicated items of evidence, or sometimes Crix will be
able to get items from the actual scene of the crime
and plant it on the characters). In other cases, Crix
will take the information he has learned about the
characters and carefully feed it to "witnesses" to the
crime and officials who are investigating the crime.
Crix is so smooth that people forget that they learned
this information from the con man and simply associate this information with the characters. Between
the evidence and the testimony of the witnesses, the
133
EE!!,r;20:02.!!d-==================================;='TAR...
WA~
134
Adventure Idea
Adventure Idea
~~~;::============================~c.2:0y~n
Coyn
Coy"
System: Coyn
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Forest. plains. mountains. marshes
searing rock
terrestrial forest
Sat'Skar
barren rock
Ba'Har
Tro'Har
gas giant
ice ball
D'Skar
Coyn
World Summary
Coyn ("land of conflict and blood") is a relatively
flat, temperate planet covered with large tracts of
woodland, Coyn has regular seasons, including a
hot summer and a moist and cool winter. The poles
are cold, with moderate ice caps. The equatorial
regions are warm and humid.
System Datafile
Coyn system, star: Coynek, orange star.
Five planets in system-second planet, Coyn,
is inhabited. Coyn is a major trade crossroads
system in Elrood Sector.
Fromthe Coyn Bureau of Tourism:
You are approaching the planet Coyn, Gateway of Elrood Sector, and homeworld of the
proud and noble Coynite people.
Coyn is famous for its weaponry and is also
home to the Mercenary Guild of Coyn, which
boasts the mightiest warriors of this world.
Our mercenary activities are famous throughout the galaxy.
As our guests, you are expected to honor
and obey the En'Tra'Sol, the King-Law. It is a
legal system that has provided for our needs
for thousands of years, and it is the standard
of conduct by which all are judged.
As you approach our world, keep in mind
the following things:
We are a warrior culture and value honor,
Warriors who have shown bravery in combat are respected, kindred spirits.
Never touch a Coynite with your bare hands
unless that person has granted permission.
This is a punishable crime.
Hollow threats, failure to defend oneself,
falsely preparing one's weapon for combat,
deception, thievery and dishonesty are punishable crimes. One who displays these traits
or acts in such a manner is branded af'harl, or
"cowardly deceiver." af'harl are "unseeable"
in the eyes of the Coynites, and have no legal
rights. They may be enslaved, beaten, murdered or dealt with in any way that a Coynite
citizen sees fit. af'harl who have been enslaved are property of that Coynite's estate
and thus are protected by and answerable to
that Coynite. Coynites are responsible for the
actions of their af'harl.
Allowing an opponent to surrender in combat is only permissible if that opponent swears
tracc'sorr, or fealty.
Enjoy your stay.
135
WARS""""
cc~o~y:!:n!.:=====================================::;:;'TAR...
System Summary
Coynek ("light of land of conflict and blood") is
an orange star that gives the skies of Coyn a pink
and orange cast. D'Skar ("dagger"), the planet closest to the sun, is a small, nightmarish planet with
frequent earth tremors and volcanic activity.
Sat'Skar ("sword") is a "sister planet" to Coyn,
with a comparable mass. The world is extremely
hot (due to increased levels of "greenhouse
gases") with a type III atmosphere. The only life
136
-w~~~D;:::============================::.,l;c~oy~n
Coyn Starports
To handle the great volume of traffic passing
through the system, Coyn has five stellar class
starports. The prime starport is Skraj'Tais,
"Skyland." It is an orbiting space station capable
of hosting hundreds of ships ata time. It is similar
in design to Kwenn Space Station and is the major
starport for those who have no business on Coyn
itsel!.
The other four stellar class starports are on
the surface of the planet. They are En'Tra'Tais
("Kingland"), Im'Tra'Tais ("Princeland"),
Ah'Kra'Tais ("Common-craftersland"), and
Kroyn'Tais, "Warriorland." There is also a one
standard class starport, Kra'Tais ("Craftersland"),
which is a common destination for those purchasing goods from Coyn. Each of these starports
is within major cities: En'Tra'Tal, Im'Tra'Tal,
Ah'Kra, Kroyn'Tal and Kra.
Characters may be sent to any of the starports,
although if they make it clear that they are just
passing through, they will almost certainly dock
at Skraj'Tais. The main Imperial base on Coyn is
at Kroyn'Tais, although there is a minimal presence in the system.
The starports are similar in design, but
En'Tra'Tais starport is the largest. The city of
Ah'Kra has excellent medical, repair and resupply services. Im'Tra'Tais is the most luxurious
Coynites
The Coynites are a tall, heavily muscled species of bipeds. Their bodies are covered with a
fine golden, white or black to brown fur, and their
heads are crowned with a shaggy mane.
They are natural born warriors with a highly
disciplined code of warfare. A Coynite is rarely
seen without armor and a weapon. These proud
warriors are ready to die at any time, and indeed
would rather die than be branded af'harI.
Coynites could conceivably live up to 250
st~"'.rJo.-l,IC<l:()Y:i
.. &:h.':~""..th~i.,,"_j'.''''-_:~-
~ h_ _ ... _~~ I .. ~
cC.20y:&::n~=================================::::;:~STAR...
.;;
HAAS""""
Coynite children are born in var'sairk (capitalized when referring to noble families; means
"birth-group" or litter) of two to six children, and
all children of a litter are of the same sex.
Coynite appearance and conduct are tied to a
rigid social code, the En'Tra'Sol. The length of a
Coynite's mane is directly related to social status
- the more respected and successful a warrior,
the longer the mane and the more intricate the
braids of that mane. The type of braid used is also
an indication of the Coynite's family and the
Ag'Tra (ruling noble) that the Coynite swears
loyalty to.
Coynites
Attribute Dice: 13D
OEXTERITY 20/50
KNOWLEDGE 10/30+2
MECHAMCAL 10/40
PERCEPTION 10/40+2
SfRENGTH 20/50+ I
TECHNICAL 10/30
Special Skills:
Mechanical skills:
Beast riding: tris. All Coynites raised in traditional Coynite
society have this beast riding specialization. Beginning
Caynlte player characters must allocate a minimum of 10
to this skill.
Special Abilities:
Sneak: Coynites get +10 when using sneak.
Claws: Coynites have sharp claws that do STR+ 10+2 damage and add + ID to their brawling skill.
Intimidation: Coynites gain a + ID when using intimidation
due to their fearsome presence.
Story Factors:
Honor: To a Coynite, honor is life. The strict code of the
Coynite law, the En'Tra'Sol, must always be followed. Any
Coynite who fails to follow this law will be branded af'harl
("cowardly deceiver) and loses all rights in Coynite
society. Other Coynites will feel obligated to maintain the
honor of their species and will hunt down this Coynite.
Because an af'harl has no standing, he or she may be
murdered, enslaved or otherwise mistreated in any way
that other Coynites see fit.
Ferocity: The Coynites have a deserved reputation for
ferocity (hence their bonus to intimidation).
Move: II/IS
Size: 2.0-3.0 meters tall
Coynite Society
The Coynites have a militaristic, feudal society. Warfare and aggression are considered essential to Coyn society.
The planet is ruled by King Im'Toral XV and
Queen, Em'Tora VIII. Below them are the 29 Ag'Tra
("Nobles"), heads of the noble families of the
world. Each noble family runs a Sarrh'Tais ("Iawland"), so that the entire world is under conlrol
of the Ag'Tra, who are loyal to the king.
Each Ag'Tra has at least 58 Kroyn, elite warriors of exceptional honor and status. Each Ag'Tra
sends one Kroyn to serve as the En'Tra's bodyguard for one year. Thus, the En'Tra always has
30 Kroyn as a personal elite guard (one from each
noble's holdings and one from the king's own
138
family or terrilory).
The vast majority of noble families were so
appointed thousands of years ago, although every few cenluries, a new family will be added to
the noble bloodlines by Ihe En'Tra's decree. It is
possible that a family may have its noble stalus
slripped by decree of the En'Tra, bul Ihis has
never happened. This is probably due 10 the
likelihood thaI the dishonored family would attempt to unite disgruntled factions and lead a
revolution - very few En'tras have felt secure
enough in their power that they would risk a fullscale civil war.
Coynites value bravery, loyalty, honesty, and
duty. Coynites save displays of affection for their
own lamilies in private surroundings.
Curses in the Coynile language includezee'tah
(fear), mora'ga (weakness);kzah (poison), fa'tar
(peace), and the worst of all: al'harl (cowardly
deceiver).
There are several greetings used in Coynite
society, including "Sat'skars Kabar'Rattar"
("Swords together, blunted in friendship"),
"Sat'skars Kabar'Ba" ("Swords together, joined
in battle"), a challenge to battle or a warning that
animosity exists and great care should be taken
or a challenge to combat will be made, "Sat'skars
Fas'Tawws'Rattar ("Swords ended in honor and
friendship," which means all conflicts have been
satisfactorily resolved, thus we are friends) and
"Sat'skars Fas'Ba" ("Swords ended in batlle,"
meaning that there remain unresolved differences that will not be forgotten).
Coynites value long hair, since in their cullure
long hair is a sign of great combat ability and
honor. Aliens with long hair or shaggy coats
(such as Wookiees) are treated with respect.
Beings who are bald (or hairless) are shunned as
deformed beings.
Jedi Knights are a source of fascination to Ihe
Coynites. On one hand, there is little doubt that
the Jedi are formidable warriors wilh a code.
However, Jedi are not supposed to simply rush
into fights or provoke them; peaceful methods of
resolving a conflict are preferred, and violence is
a last resort. This code mystifies the Coynites,
but they greatly respect their abilities and their
adherence to their own strict code.
Coynite names are more than "mere" wordsthey are stories. By literally translating Ihe meaning of the phrases, it is often possible to know the
history of an item, or a person, or a location. The
longer a name, the more honored a being is or
more noble his family. However, Coynites seldom use their full names except when first establishing who has higher standing, such as upon
first meeting. As a concession to off-world customs, Coynites will allow aliens to use shortened
versions of names, but only if the alien confers
~~::";::::========================~c~o~yn
the appropriate level of respect upon the Coynite.
To deride an object of great importance or be
disrespectful is an unforgivable offense.
When all syllables of a Coynite name are capitalized, it means that the object, place or person
is worthy of great respect. All things associated
with the En'Tra are always capitalized. Likewise,
proper names are capitalized. Some phrases or
names are never capitalized - this indicates a
relationship with af'harl ("cowardly deceivers").
When creating gamemaster characters, these
traditions should be remembered. Many Coynite
warriors of noble birth have very long names,
which might be translated as "Trel'tak, honorable warrior who defeated a noble of higher
standing, of Clan Muls'rak, leaders of the War of
Unification."
139
WARS""""
cc~o~y:!:n!.:=====================================:::;;'T.~
JlR...
hook)
Damage: STR.2D (blade), STR.2 (hook)
~~
Top: coyn'skar. Middle: Coynite battle armor. Bottom left: sat'skar. Bottom right: d'skar.
140
~'ti::"i===========================.co~y~n
Capsule: The coyn'skar is a pole weapon with a
lengthy, sharp blade on one end and a hook at the
base. The shaft is tooled in such a way as to offer
Sat'skar
Model: Ekkar Arms sat'skar
Type: Coynite sword
.O'skar
Model: Ekkar Arms d'skar
Type: Coynite dagger
Skill: Melee com bat
Cosl: 150
Availability: 3
Difficulty: Moderate
Damage: STR... 1D+ 1
Capsule: A Coynite dagger, this is the most common weapon among Coynites. These weapons are
known for their fine craftsmanship and deadly
blades.
Coynite Battle Armor
Model: Ekkar Arms Coynite battle armor
Avallablllly: 3
Game Notes: Adds +2D protection from all physical and
The Mercenary Guild is a venerable, trustworthy operation with a reputation above reproach.
Mercenaries who violate their contracts, flee
from a battie, turn on their employer, or otherwise commit treason or show cowardice are
branded af'harl. In some cases, such as desertion, the guild will send othermercs to hunt down
and execute the coward. The Mercenary Guild
has offices on Elrood, Torina, Derilyn, and
Lanthrym.
Average Coynite Mercenary. Dexterity 3D+2,
blaster 5D, brawling parry 4D, melee combat 5D,
Knowledge ID, survival4D, Mechanical ID, Pel~
ception 2D, Strength 5D+ I, brawling 6D+2, TechnicallD. Move: 10. Character Points: 3. Blaster rifle
Coynite Companies
Ekkar Anus: This is Coyn's chief manufacturer of arms and armor. Whether it is Coynite
native weaponry or blaster rifles, thermal detonators and vibro-axes, Ekkar's products are of
the highest quality. As a result, all of Ekkar's
merchandise costs 10 percent more than average prices. However, in return, weapons such as
blasters are easier to repair (one level of difficulty lower) and can withstand more punishment (consider +1D over normal body).
Mercenary Guild of Coyn: This is the main
Coynite mercenary organization, and it is officially affiliated with the En'Tra. Each noble family
is required to contribute a specific number of
soldiers for mercenary service, and individuals
are allowed to join at their discretion. The Mercenary Guild of Coyn hires out its services to all
legal organizations seeking military forces for
141
( :~
. . ..
~ ~!!
,i,,__
-
..:.'
'l.
'i-~
---=;"if-r------
. \,
'c
..
.... '
~~~;1t~~~~~~~~:;.::~
i i\:r;;\
\\ ~~" .
~[~::::::::::::::::::::::::::::::::_--------------...,;;;;~S;;~;~rs~P~I;a~n;et~s~c;O~I~le~c;ti~o;n
~
The tar
142
.....sTA~"'D=============================~C~oy~n
-WARS
143
_R..-cC.20y:t:n~=================================:::;in:~
WARS""""
Tamaron Pol
Type: Con Artist
DEXTERITY 2D
Blaster 3D. dodge 4D+-1, melee parry 30+2, pick pocket 60+2, running 20+1
KNOWLEDGE 2D
Alien species: Coynites 70, bureaucracy 20+ 1, languages 30+ 1. streetwise 4D+2, value
20+1
MECHANICAL 2D
STRENGTH 2D
Climbing/jumping 30+ 1
TECHNICAL 2D
Computer programming/repair 3D, droid programming 20+2, security 30+ I
Character Points: 8
Move: 10
Equipment: Hold-out blaster (3D), comlink, glow rod, recording wand, dice. cards,
other gambling implements
with a holo projection system so that each patron has a perfect view of the action.
Noted Personalities
Listed above and on the previous page are
descriptions of some of the more interesting
Coynites characters might encounter.
Creatures of Coyn
Tris
Type: Domesticated riding animal
DEXTERITY 4D
Running 5D
144
KNOWLEDGE OD
Intimidation 50
PERCEPTION 3D
Search: tracking 50
STRENGTH 5D
Stamina 70
Special Abilities:
Hooves: Do STR+ID damage
Teeth: 00 STR+2D damage
Move: 16
Size: 2.0 meters tall at the shoulder, up to 3.5 meters long
Scale: Creature
Orneriness: 5D+l (1D for Coynite soulrider)
six-legged steed favored by the Coynites. From childhood, each Coynite is taught how to ride a single
young tris, which becomes the Coynite's companion. The Coynite who rides the tris is called its
kars'asruul ("soulrider"). From this point on, Coynite
and tris are bonded spiritually.
Mosttris have a mane, and it is grown and braided
to match that of its owner. Many Coynites also
decorate their tris with painted runes telling of the
rider's accomplishments. Tris are intelligent, ferocious, and headstrong. They are very difficult to ride,
~,::::;:::==========================-c=:o~yn
except by its kars'asruul.
Tris are carnivores, as evidenced by their fangs.
beast of burden.
Tangak
Type: Carnivorous predator
DEXTERITY 4D
Dodge 6D
KNOWLEDGE OD
Intimidation 60
PERCEPTION 3D
Hide 60, sneak 50
STRENGTH 5D
Brawling 70, lifting 60, stamina 70
Special Abilities:
Capsule: Tangaks are huge, shaggy, bipedal predators. These cralty carnivores are the worst enemy
buildings.
Adventure Idea
While at the starport, the characters' ship is
broken into. A young Coynite, who was responsible for the characters' ship's security, will be
branded af'harl due to loss of honor; the youngster is so distraught that he will commit suicide
rather than be branded af'harl. The only way this
can be halted is if the property is recovered or
the perpetrator is caught.
Naturally, the characters' sense of morality
should motivate them to prevent this. The young
Coynite will accompany the characters. He will
be a good source of information about Coyn, and
is the perfect way to teach the characters the
customs of Coyn.
The thief, a Coynite of great skill, is hiding in
Im'Tra'Tal, where he is trying to fence the stolen
The Star Wars Planets Coilection
Adventure Idea
The characters are invited to an Ag'Tra's mansion for a party and to spend the weekend. Perhaps
this is due to their connections - this is easy to
justify if the characters include a New Republic
bureaucrat, well-connected gambler or arrogant
noble. They learn that an Imperial delegation is
also here. The delegation's mission is to secure
weapons and a platoon of Coynite mercenaries.
There is opportunity here to show how rough
and tumble a Coynite party can be, as well as
giving the characters a chance to actually talk to
an Imperial representative rather than just shooting her (the shooting part comes later). This is an
excellent opportunity to show the Imperial
mindset. From an Imperial's perspective, the
Empire is perfectly justifiable, bringing order to
the galaxy and holding together a society that
was just a few steps from slipping into anarchy
and warfare.
The characters must discredit the delegation.
Of course, the Imperials will not be pleased at
this and will take vengeance once the characters
have left Coyn.
145
-KKo!.!id!!r:20!!n-=================================::;~'TAR.
WAIU""""
I<idron
Kidron
Type: Tropical jungle
Temperature: Hot
Atmosphere: Type II (breath mask suggested)
Hydrosphere: Moist
Gravity: Light
System: Kidron
Star: Kidros (orange giant)
based tech
Orbital Bodies:
Name
Planet Type
Tue
Kidron
Kuantar
searing rock
tropical jungle
gas giant
Alvar
Spa!
gas giant
ice ball
System Datafile
Kidron system, star: Kidros, orange giant. Five planets in
system -second planet, Kidron, is Orfite homeworld. Kidron
is a refuge world whose primary industry is agriculture.
From a story related by Captain Rars Lefken, tramp freighter
captain ...
146
MOODS
o
4
22
13
World Summary
Kidron is a hot, jungle.covered planet close to
its sun, with a thin atmosphere. Kidros' light
makes the skies of Kidron glow a bright orange,
and the world is blessed with spectacular sun
sets and sunrises. While habitable, Kidron is far
from comfortable or hospitable. However, thanks
to the generosity of the native Orfites, Kidron is
a refuge world for the dregs of the galaxy who
would like to be forgotten.
Kidron, at first glance, appears to be little
more than asettlement of outlaws and cutthroats.
It is much more. It is a world where those who
have a history of trouble-whether its source be
crime bosses, corporations or even the Empire
- can disappear and begin new lives. No questions are asked and no facts are volunteered, but
as long as people abide by the few laws of this
new world, they will have no problems. These
people are called "guests" by the native Orlites,
who have little understanding of the larger galac
tic culture but feel that people who are willing to
abide by their rules have a right to live in peace.
Most of the guests live in the High City of Refuge,
although there are some other very small settlements on the world.
The Orfites are a people with a simple culture.
They have generously shared their world with
people that most of the galaxy considers beneath
notice, and that generousity has been returned
with warm friendship and profound respect. While
--STARIl~"===================================~K~id~r~o~n
-WARS
System Summary
Kidros is an orange giant. Tue is a small, insignificant rock of molten lava, considered to be of
no commercial worth. Kuantar and Alvor are a
pair of gas giants, both a bright violet color.
Kuantar has a series of rings that is sometimes
visible in Kidron's night sky. Spoi, the outermost
planet, is a small ice ball that has been ignored by
the residents of Kidron.
Orfites
The Orfites are a humanoid species with a
stocky build. Due to Kidron's thin atmosphere,
they have large lungs. Orfites have wide noses
with large nostrils and frilled olfactory lobes.
Their skin has an orangish cast, with fine reddish
hair on their heads. To non-Orfites, the only
distinguishing characteristic between the two
sexes is that females have thick eyebrows.
Due to their stocky build and their planet's low
147
-KK:!:jd~r~o~n:!.:=====================================:;:STAA...
WAIU""""
. . ifl
--=_::.-;..-,.
-~-
.-.
,; .
-= - .
:~.
148
--sT'AR"r:=====================================::.!K~i~d~r~o~n
_AU
in their recorded history, dating back over five
millennia). After much debate, all agreed to welcome the guests and allow them to settle on an
unclaimed area. After all, the Orfites had been
granted a wonderful world, and they could never
use it all. It was their duty to share their bounty
with those who needed it. The first village eventually grew into the. High City of Refuge. Since
that time, peace has reigned: the Orlites continue
to welcome new visitors and the city's residents
have respected the traditions and ways of the
Orlites.
Over the centuries, many Orfites have been
drawn to this new and strange culture. Fascinated by the technology, some established Orfa
City, a city that mixes traditional Orfite ways and
high technology. In that time, the Orfites have
developed the Orfite scent masks and power
harnesses, giving Kidron a unique technology.
To ensure smooth relations between all Orfite
sahhs, the High City, Orfa City and any other
groups which might venture to the world (such
as the Empire), the Orfites established the Council of Gordek (explained below). There have been
no conflicts between the traditional and the technological Orfites - they respect and accept each
others' differing views, and large expanses of
unclaimed territory haven't "forced" either Orfa
City or the High City of Refuge to expand into the
lands of the sahhs .
Orfites
Council of Gordek
The Council of Gordek is an official representative for the Orfiles. The council has four members, chosen by vote from among all the sahhs.
These Orfiles are chosen for their ability to listen
and interpret the intentions of others, and their
purity of thought. Councillors are retained until
a sahh declares that a new vote should be held
for the council.
The councillors are charged with listening to
disputes between sahhs. They cannot mediate
149
-KK:!:id;!!r~o~n!.:==================================::::;~'TAR
WAUconflicts, although through their observations
they can often suggest compromises that both
sides will find acceptable. They also mediate any
conflicts between the High City of Refuge, Orfa
City and any other parties. Their final and most
important duty is that of diplomatic representative. Whenever dignitaries from other worlds
venture to Kidron, the councillors must greet,
entertain and negotiate with these people.
The Gordek knows of a dangerous secret. They
have scout reports indicating that the two largest moons, Primor and Segual, are loaded with
valuable ores. These reports were filed two centuries ago. Any minIng company that learned of
this would probably take the moons for their own
use, and in all likelihood, the idyllic Orfite lifestyle
would end. The Gordek has no intention ofletting
anyone know of the ore. The Gordek would, with
some reluctance, even kill to keep the secret
from leaking out.
150
Orfite Equipment
Orfite Scent Masks
Model: Orfa Olfactory Corporation Scent Mask
Type: Recreational olfactory scent mask
Elrood Sector. Orfa Olfactory Corporation has produced many new scent tablets for specific species.
Scent tablets are five credits apiece, while intoxicant tablets are ten credits each. At this time, the
scent masks are completely unregulated, although
the existence of intoxicant tablets may lead to the
masks being regulated by the Imperial bureaucracy.
Availability: 3
Game Notes: Negates penalties for Orfites on standard
gravity worlds.
machines built into the joints. Although the harnesses attach to the back, waist, shoulders and
thighs, the harness is small enough not to be obvious under normal clothing. The servos aren't very
powerful, and provide no enhancement in light
_APi
--sTA"P~===================================!K~id~r~o~n
151
-KKo!:idi!!r~o:!:n!.:==================================::::;~STAA....
WAUship), four Prosperity<lass defense ships bought
from Elrood shipyards, three system patrol cralt,
one old TIE (bought as salvage and refurbished),
six refurbished Z-95s and a Skipray Blastboat.
KSD is always looking for new guests to crew the
ships.
The overwhelming percentage of crewmen on
KSD vessels are guests (only 10 percent of KSD
forces are Orlite).
cultures 80+1, intimidation SD,languages 90+1, law enforcement 80, planetary systems 80, streetwise 110+2,
survival 80+2, value 90, wl1lpower 90
MECHANICAL 2D+I
Beast riding 40, ground vehicle operation 40, hover ve-
152
.....ITARR~=========================~K~id~ro~n
_APi
KIDRON DIAGRAM
Airlock
Entrance "ETj::"",,_,.,....,,--,......,,:,:,-'I"-'p--':
with Ion Gun
Emplacement
Power Station
Dome
30 Meters
Ion Cannon
Airlock
Entrance
Guard House
153
~K~id~r~o~n:l..:=====================================:;:rrAR.
WAU-
PERCEPTION 4D+2
Bargain 90+1, command 9D, con 8D+l, gambling 7D, hide
Second Edition.
Character Points: 12
Move: 10
154
Staarn
Type: Bothan Crime Lord
DEXTERITY 3D
Blaster 50, dodge 40+ 1
KNOWLEDGE 2D+2
AJien species 50+2, bureaucracy 40+1, business 40+2,
cultures 50, languages 40+ 1, streetwise 60+2
MECHANICAL 2D+ I
Astrogation 30+2, space transports 30+2
PERCEPTION 4D+l
Bargain 70, con 60+2, forgery 50, gambling 60+ 1
STRENGTH 2D+2
TECHNICAL 3D
Computer programming/repair 50+ 1
Character Points: 8
Move: 10
Equipment: Blaster pistol (40), elegant robes and Bothan
business suit, comlink, datapad
--STA"R~===================================.!:K:::id~r~o~n
_AU
has built up a small ring of confidence tricksters
Jammer
Type: Wild predator
DEXTERITY 2D
2D
STRENGTH
Creatures
Kril
Type: Domesticated food animal
DEXTERITY ID
PERCEPTION ID
STRENGTH ID
Capsule: Krils are the most plentiful form of livestock on Kidron. The creatures are large, climbing
herd herbivores perfectly suited to the jungle environment and light gravity of the world. Krils have a
single horn on their foreheads, and large, wide
saucer eyes. Many Humans find the krils to be
"adorable," something that puzzles the Orfites.
Krils are not particularly intelligent, and are
easy prey for Kidron's predators; they reproduce
. quickly enough that the species survived. The
Orfites domesticated them thousands of years ago,
breeding them into larger creatures with more
meat. Krils are calm animals, but can be spooked
into stampeding with an Easy intimidation roll.
Adventure Idea
A criminal (possibly a henchman of Lud Chud
or Boss Kaggle that the characters met when dealing with one of those bosses) wishes to hire them
to take her to Kidron for refuge. She claims to be
tired of the dangerous life of organized crime.
While this is true to an extent, she is also hiding
a datachip that details the crime boss' dealings
with the Empire. She had hoped to sell the information, but all her attempts have gone awry.
The crime boss, unhappy with this betrayal,
hires a bounty hunter to catch the thief. Of course,
she expects this. The Empire, equally unhappy,
sends some undercover Imperial Security Bureau
(lSB) agents to retrieve the chip; she does not know
about this. The characters find themselves tailed
and endangered as they travel throughout Kidron.
155
~M~e;!r:!:is~e;!ei.:====================================::;:;1TAR
WARS""""
Merisee
Merisee
System: Meris
Star. Maris (yellow)
Orbital Bodies:
Name
Planet Type
Meris I
searing rock
Meris II
MeTis III
Merisee
Meris V
Meris VI
steaming jungle
steaming jungle
terrestrial
barren wasteland
frigid wasteland
Moons
o
o
I
World Summary
Merisee is a temperate planet, with a mild,
System Datafile
Meris system, star: Maris, yellow sun. Six planets in system. Merisee, fourth planet in system, is the agricultural
center of Elrood sector.
Upon entering Meris system, the characters'ship will receive
the follOWing broadcast ...
"Welcome to Merisee, 'Breadbasket of Elrood Sector.'
We hope your stay here is pleasant. I! your arrival has been
previously scheduled, please turn to frequency J-33-567Y32 for further instructions. I! you have a medical emergency, please tune to frequency J-45-411-K77, and notify
the duty officer in charge. An emergency team will be
waiting for you when you land. I! you have other business
to declare or need further instructions, turn to override
channel 47, where a traffic controller will assist you."
156
System Summary
Maris is a yellow star, the source of life in Meris
system. The first two planets are searing and
undeveloped. Meris II is home to primitive, heatresistant life forms - some corporations have
investigated the possibility of genetically engineering these bacteria to produce molecuies
that can be incorporated into heat shielding. At
this point, experimental results have been promising, but the process is expensive.
.
Meris llI's rich natural environment has led to
the development of many unique life forms; one
plant has proven to be a particularly effective
treatment for Taren plague and related viruses.
There are several harvesting colonies on the
planet, with pharmaceutical refinement factories on Merisee.
Meris Vis achilly, barren wasteland. There are
some as yet undiscovered ore deposits. Meris VI
is a frigid planet swept by constant ice storms.
Meris VI has a breathable type II atmosphere in
warmer seasons; in winter, the air is too cold to
Starports
Merisee has three primary starports: Merisee
Prime, Merisee Agra, and Merisee Dispatch.
Merisee Prime and Merisee Dispatch are both
located outside the capital city of Caronath.
Merisee Prime is the largest port on the world,
.....sTAIiP~====================================::.~M2:e~r~is:le;:;e
-WARS
and is primarily for passengers, business travelers and small and moderate cargo vessels.
Merisee Dispatch is a passenger facility and also
provides direct access to the medical facilities in
the city.
Merisee Agra is a cargo port, where toz grains,
Utozz, and various pharmaceuticals are shipped
in bulk. For those major vessels capable of planetary landing, there are appropriate facilities.
However since many bulk transports aren't capable of planetfall, a large portion of the port's
trallic includes surface-to-orbit transports.
History
To understand the Merisee of today, it is important to understand the historyoftheworld. Merisee
is the homeworld of a humanoid alien species with
two distinct races, the Meris and the Teltiors.
For millennia, both races remained ignorant of
each other. The world's two major continents
were separated by a vast ocean that was constantly disturbed by devastating storms. The
storms were so fierce that even the coasts of the
continents were dangerous to live on - it was
not uncommon for flood waters to reach over 100
kilometers inland (the majority of Merisee's land
is plains just barely above sea level). This prevented long-range exploration, so while the two
races both developed technology, sea travel was
virtually unknown.
This changed thousands of years ago. Inexplicably, violent volcanic eruptions and seismic
157
-nM!!:e~r~is~e~e;.,:====================================:::;:;STAR...
WARS""""
effects of a thousand years of war, and the populations were still small, there was hope. The Old
Republic discovered the planet and in quick time,
Merisee joined. At first, the Republic lent assistance by loaning countless decon droids, who
sped up the repair of Merisee's fragile ecosphere.
In a few centuries, Merisee had gone from being
a world dependent upon the Republic to one that
was providing food, medicine and other valuable
goods to other member worlds.
The warlike factions of Meris and Teltiors,
unable to tolerate the idea of peace, retreated
into the mountains. Ironically, both groups' hatred of each other drove them together. These
two violent factions realized that the days as
warlords were past. However, there were others
off-world who would pay handsomely for those
who savored killing. Both groups united into a
single group called the Loag, a mixture of the
Meri and Teltior words for warrior. They perfected their arts of combat and assassination and
became a secret cult of hired killers.
As the cult grew, however, the Loag became
overconfident. They wanted the population of
Merisee to bend to their will. The Loag began an
escalating campaign of terror and sabotage; they
instigated incidents between the two races. The
general populace learned to fear the name Loag.
However, the Loag did not count on the intervention of the Jedi.
A half dozen Jedi Knights, aware of the pattern
of hired killings coming from the Merisee area,
resolved to end the terror. A year later, the Loag
was scattered and broken, the cult's power
stripped away. It was presumed that the Loag
was destroyed, but that was not so. Many Loag
assassins faked their deaths and sought seclusion and secrecy.
Caronath
Caronath is the capital city of Merisee, with a
population just over five million. As the only
major city on the planet, is it home to many of
Merisee's corporations. It is the most common
destination for off-world business travelers, as
well as the center of Merisee's impressive medical facilities.
158
Meris
DEXTERITY 3D+2j6D
KNOWLEDGE IDj4D
MECHANICAL IDj4D
PERCEPTION IDj4D
STRENGTH 2Dj4D
TECHNICAL 2Dj4D
Special Skills:
Knowledge skills:
Weather Prediction. Time to use: one minute. This skill
allows Meris to accurately predict weather on Merisee
and similar worlds. This is a Moderate task on planets
with climate conditions similar to Merisee. The task's
difficulty increases the more the planet's climate differs
from Merisee's. The prediction is effective for four hours;
the difficulty increases if the Meri wants to predict over a
longer period of time.
Agriculture. Time to use: five minutes. Agriculture enables
the user to know when and where to best plant crops, how
to keep the crops alive, how to rid them of pests, and how
to best harvest and store them.
Special Abilities:
Skill Bonus: Meris can choose to focus on one of the
following skills: agriculture, first aid or medicine. They
receive a bonus of +20 to the skill, and advancing that skill
costs half the normal amount of skill points.
Stealth: Meris gain a +20 when using sneak.
Move: 10/12
Size: 1.5-2.2 meters
.....srA"I~=====================================:,;M~e;!:r!;is::;e~e
_AIU
fluid grace. and have amazing coordination.
While once a true race of warriors, the Meris
Teftiors
Attribute Dice: 120
OEXTERITY 30/50+2
KNOWLEDGE ID+I/40+2
MECHANICAL ID+I/40+1
PERCEPTION ID/40
STRENGTH 20/40
TECHNICAL ID+2/40
Special Abilities:
Move: 10/12
Size: 1.5-2.2 meters
tigial tail and three fingered hands. The three fingers have highly flexible joints, giving the Teltiors
much greater manual dexterity than many other
species. Teltiors traditionally wear their hair in
long ponytails down the back, although many females often shave their heads.
The Teltiors have shown a greater willingness to
spread from their homeworld, and many have found
great success as traders and merchants. Although
The Loag
The Loag, the group of assassins once thought
eliminated, have returned to Merisee. Their actions, while hidden from the commoners of
Merisee, have far-reaching effects around the
planet. The Loag has a secret citadel carved from
a hollowed out dormant volcano near the land
bridge.
(left)
159
-I\M~e~r:!:is~e;le;.:====================================::;:;'TAA...
HAAS"'""
would hire Loag assassins. There have been some
cases of informants who attempted to betray the
Loag - they all ended up dead at the hands of
Loag assassins, so even informants cannot tell
when they are being spied upon. Assassination
fees are high (the lowest known fee was 5,000
credits), but the Loag is known for being able to
fulfill its contracts.
There is a power struggle going on within the
Loag. The largest faction wants to make sure that
the Loag remains anonymous, aware of the legacy
of the past and convinced that it is too early to
make a move for power. They want to conduct all
the business they can, mostiyoff-world, and help
defend their best interests.
The smaller faction, which currentiy comprises
about five percent of the Loag but also boasts
some very charismatic leaders, wants to become
more visible and exert power and influence over
Merisee affairs. If they believe that the Loag is
being threatened in any way, they will take matters into their own hands. They are convinced
that the Empire wouldn't crack down on this bid
for power if the group made it clear that they
would be loyal to the Empire and the sector Moff,
who clearly despises Merisee's virtually invisible
and ineffectual governor, Branff Miro.
160
KNOWLEDGE 3D
Alien species 40, cultures: Elraod Sector 50, intimidation
7D, languages 40, -law enforcement: Elraod Sector 50,
planetary systems: Elraod Sector 30+2, streetwise 40,
survival 60, willpower 60
MECHANICAL 2D
Beast riding 50, communications 40, ground vehicle op-
eration 50, hover vehicle operation 50, repulsorlift operation 50, swoop operation 40
PERCEPTION 3D
Command 60, con 70, hide 70, persuasion 5D, search 60,
sneak 80
STRENGTH 4D
Brawling 70, climbing/jumping 60, stamina 60, swimming
6D
TECHNICAL 2D
Blaster repair 40, computer programming/repair 40, demolitions 50, first aid 50, security 50
Force Points: Varies, typically 0-5
Dark Side Points: Varies, typically 0-5
Character Points: Varies, typically 3-15
Move: 10
Equipment: Blaster pistol (40), Merisee curved dagger
(STR+10,30 for poison for five rounds), zolall poison vial,
camouflage clothing (+ 10 to sneak in darkness), comlink,
molecular climbing spikes (+20 to climbing).
Capsule: A Loag assassin is usually dressed in slate-
-ITAR~=====================================~M~e~r~js~e;;e
_AU
Merisee Asylum
This is a special facility adjoining the Grand
Medical Facility. Special containment cells have
had to be built to accommodate the vast assortment of beings who pass through here.
This is a likely place to find victims whose minds
have been tampered with by someone using the
dark side of the Force, aside from the common
causes of mental illness. Some important clues
about the whereabouts of such people can be
found by talking to the victims, although it may
take several hours or even days to gain any useful
information.
161
-I\M~e~r:!:is~e~e;.:====================================:::;~'TAR.
WARS""""
Creatures of Merisee
Zolall
Type: Nocturnal predator
DEXTERITY 2D
Dodge4D
PERCEPTION 2D
Hide 4D, search 6D, sneak 50
STRENGTH5D
Brawling 70, climbing/jumping 60+1, lifting 7D, stamina
60+1, swimming 60
Special Abilities:
Tail: Does STR+ 10 constricting damage each round. Victim must make successful opposed Strength roll to break
free.
Teeth: Do STR+2D damage, plus 40 for polson for two
rounds.
meter wingspan
Scale: Creature
Capsule: The zoIall is a hairless, slippery, smoothskinned creature with a long tail and f1oppytriangu-
Collective Farms
Because of the expense of modern farming,
Merisee's most common agreement is the collective farm. This arrangement allows for the most
efficient use of droid machinery and other equipment. An average collective farm is a self-contained community numbering between 24 and
120 people. The farm has a council (one member
per eight people) that sees to the day to day
operation of the community. A group called the
Agra Alliance (with one alderman from each region of the planet) sets prices, controls production, and tries to ensure fair treatment for all
farmers. The collective farms grow toz grain in
great amounts, as well as raise several types of
animals for food.
162
Pharmaceuticals
The planet Meris III is an important source of
exotic plants that are used for pharmaceutical
purposes.Asmall harvesting station and landing
field, manned by two dozen Merisee natives,
oversees harvesting.
The chief drug company is Merisee Prime
Pharmaceutical, headquartered in Caronath. The
company's biggest concerns are pirates who hijack the processed shipments, or illegal harvesters who try to harvest the plants and take them
to some other planets for processing.
Adventure Idea
The characters are hired by Merisee Prime
Pharmaceutical to guard a valuable shipment of
antivenin from Merisee to Coyn. Unfortunately,
some pirates have caught wind of the shipment,
and will make two tries to get the shipment.
The first attempt will be right before the characters leave Merisee Prime Starport. Essentially,
the first attempt is a land based skirmish. The
second will be in space, where the pirate ships
attempt to disable and board the characters'
ship.
_APi
Merisee
....sTA~R==================~~
Adventure Idea
A Cult member, who happens to work as a
chemist for Merisee Pharmaceutical, is trying to
develop a serum that gives the wearer Force-like
powers. Of course, the serum will not work, but
this is not known.
Several radical Loag, Imperial agents, and criminal elements will want [he formula for their own
use.
163
JlR...
[D~e~r~i~ly~nl.:=======================================::;;sr.~
WAu-
Derilyn
Derilyn
System Summary
Name
Planet Type
Moons
Dar
Alorthas
Kalis
Takoman
Derilyn
Fahul
searing rock
searing rock
jungle
jungle
terrestrial
barren rock
1
2
Sotipe
Serrata
gas giant
gas giant
Belorphyn
ice ball
o
o
I
2
14
5
World Summary
Derilyn is a planet under the boot of the Empire, brutally conquered by Imperial forces 10
years ago. Derilyn boasts a variety of terrains,
including deserts, mountains, swamps, plains,
woodlands, and arctic zones. Its orbit and axial
till give it seasons with a hot summer (20 to 30)
and a cold winter (_10 to 10).
Derilyn serves as the Empire's base for Elrood
sector operations. System space around the
planet is known as "Imperial Interdicted Space."
The world is held under police state conditions:
all civil rights are suspended, citizens may be
arrested upon suspicion of treason (without any
prooO, and all penalties for offenses (proven or
suspected) are the province of the commanding
regional military officer. Commerce is strictly
164
System Datafile
Derilyn system, star: Deril, medium yellow star. Nine planets in system, Derilyn is
inhabited. This world is under Imperial
martial law.
From the Coretlian Merchants' Guild:
WARNING! Derilyn is a restricted system
under martial law. Imperial blockades zealously enforce trade restrictions - violators
or suspected violators are likely to end up as
slaves for the Imperial Mining Corporation.
Proceed at your own risk.
..Rr
Derilyn
'!."II.===================~~
Approaching Derilyn
Characters wishing to travel to Derilyn are
strongly advised to obtain a Derilyn Travel Waiver
before going to the system. This permit may be
obtained from any Imperial Navy office within the
sector (there are offices in Elrood's and Coyn's
major starports). The permit costs 100 credits. To
get a permit, the ship's captain must provide a
complete list of cargo, ship's weaponry, crew members and passengers, destination port, business to
be conducted on Derilyn, customers' names on
Derilyn, and projected arrival time. Characters
may try to forge permits as described on page 84 of
Star Wars: The Roleplaying Game. Second Edition. A
desired effect: few ships attempt to enter the system, and those that are caught entering iIIegaily
normally submit to inspection in short order. The
characters are most likely to encounter one of the
Skipray Blastboats, patrol ships, or customs vessels (normally paired with TIE fighters for additional firepower). For completegamestatistics and
information, see "Elrood Sector Overview."
Ships that are searched while still in space are
directed to their appointed port; a small number of
ships with permits are waved through without
being searched. If a ship isn't scheduled for arrival
in Derilyn, it will be directed to the Derilyn Space
Defense Platform, an orbiting space station and
defense platform.
If a searched vessel bears any contraband or
people who are specifically wanted by the Empire,
the ship wiil be seized and the crew taken to work
in the mines of Berea. The customs official that the
characters will most likely run into is a man named
Velgar Borf.
Derilyn Space Defense Platform
Craft: Modified Rendlll StarDrive Space Platform
Type: Orbiting Space Defense Platform
Scale: Capital
Length: 4,225 meters
Crew: 8.750. gunners: 320. skeleton 2.560/.10
Crew SIdJI: Capital ship gunnery 50. capital ship shields
50. communication 40.2. sensors 50.2. starship gunnery
5D
dry docks)
165
STAR...
[D~ei!r:!!i1~Y.!ln:.::====================================::;~
WAIU""""
Derilyn Space Defense Platform
Secondary Docking
Armatures
Administration
Towers
Maifltenance .
":Section
Power
Plant
Main Weapons
Platform
CommArray
1-66
~,=~"~====================================D~e~n~IY~n
Velgar Barf
Type: Corrupt Customs Official
DEXTERITY 2D
Blaster 40+2. dodge 50+1
KNOWLEDGE 3D
Bureaucracy: Imperial customs 70 .. 1, languages 5D, law enforcement: Imperial CllStoms 60+2. planetary systems: Occilyn 50.. 2, streetwise 60+ I, value 70+2. willpower
30+2
MECHANICAL 3D
CommunIcations 50, sensors 70, space transports 60, starfighter piloting 40. starship
shields 50, swoop operation 40
PERCEPTION 4D
Bargain 80, command: Derilyn customs forces 70, con 80+ 1, forgery 60, hide 70,
investigation 70+1, persuasion 80, search 80+2, sneak 70+2
STRENGTH 2D
TECHNICAL 4D
Computer programming/repair 80+ I. drcid programming 70. first aid 60, security
80+ I, space transports repair 60. starfighter repair 50+ I
Character Points: 8
Move: 10
Equipment: Blaster pistol (40), comllnk, datapad, glow rod. detection equipment (+ 10
to search), toolbelt
he did. Joining Imperial Naval Officers School as a result of family connections, Velgar proceeded to behave in a thoroughly substandard fashion. His
personal grooming habits and indifferent attitude created the image of a very
poor officer. Velgar, however, has a knack for finding things and getting
information, and this talent enabled him to crack the infamous Red Nalroni
smuggling ring.
This got him a promotion he ill deserved. Eventually, after several years
of thoroughly unspectacular duty, the Empire transferred him to Derilyn.
The slovenly appearance of Lt, Borf is partially an act ... partially. He truly
doesn't care about his appearance, but he exaggerates It because it keeps
strangers off guard. Barf is an excellent customs officer, but he is apathetic.
He is also a good mechanic, which enables him to find hiding places for
smuggled goods.
Velgar is bribable, but this must be done out of sight of the troops. Since
there are other customs officers, Velgar has thus far managed to convinc-
ingly divert any blame on them. Lt. Bori will not take any foolish chances; he
does not want to jeopardize a good thing, and he cannot risk others finding
out about his largess.
Consumables:;) y.'ars
Cost: ~ot avaiJahl(' lor salt'
Space: Immohilp: t,rhils l)t>rilyn. but may Iltlt aJt,'r ("lHJrs('
Hull.7D-2
Atmll,\l'hl'rt
Shields: 50.l
Sensors:
Passive: ISII/II)
Scan- :100/21>
Search 600nl)
Focus 20,SJ).:!
Weapons:
80 Turbolaser Baltf"rlE'1l
Fire Arc 20 Irolll, 20 Ipft. 20 right. 2t1llack
/)(/f11a~I'
Creu' :i
DumuW' ;;()
40 Double TurbolOBer Cannon
Fire An III fronl. 10 left. 10 ri~hl, 10 hack
Creu' :!
Sea/(> Starfi~hll'r
S/k/II' f<U"~I' :~ 10
H(/n~
:\0 60
300-1 :I tl kill
.;n 2
History
Before IIll' fall of the Old Rel'ublic, Derilyn was
a planet 1l11ll"h like Elrood. It hal! a mix of agricul-
167
STAR
-I:D~e:!:r!!:ily~n~===================================;:
WAUA People in Chains
By order of General Hul, the following laws
permission will be captured and impounded.
are in effect until further notice:
Survivingcrew members will besent to Berea.
Curfew extends from sundown to sunrise.
Possession of a weapon is punishable by
All citizens must be in their residence or
transfer to the smelting factories. Members
of the Imperial armed forces have final discreacquire an appropriate permit from a local
Imperial Office of Occupation and Law. Violation in determining what constitutes a
weapon.
tion is punishable by imprisonment or transfer to the smelting factories.
Sheltering subversives is punishable by
Treason in word or deed is punishable by
death.
imprisonment or transfer to the smelting
Membership in a subversive group and/or
factories.
participating in subversive activities (sabotage, espionage, assaulting Imperial person Food will be rationed as indicated in earlier
proclamations. Hoarding food is punishable
nel, contributing to or aiding in the distribuby forced labor on Berea.
tion of unauthorized publications or broadcasts) is punishable by death, and the death
Participatingin illegal or unauthorized trade
of
all family members.
is punishable by death.
Citizens are required to report any subver Trespassing on Imperial installations is
sive activity to the local security office. Accupunishable by death.
rate reports will be rewarded with extra food
All citizens must have their ID card with
and privileges. Failure to report such activity
them at all times. All visitors must have their
is regarded as willful tolerance oftreason and
ID card displayed at all times. Failure to do so
is punishable by death.
is punishable by forced labor on Berea.
Remember! Obedience to the Empire
Hindering Imperial forces is punishable by
means freedom! Subversive activity means
hard labor, imprisonment or death, dependpunishment for alII Report subversives iming upon the severity of the offense.
mediately! Obey the Emperor! Obey the lawl
It is there for YOUR protection!
Vessels which land or take off without
ture, manufacturing, and natural resource extrac-
168
Derilyn Today
Martial law is in effect over the entire planet.
Derilyn's Martial Governor is General Afren Hul of
.....sTA....
IiIR~==========================::.,!;D~e~ril~yn
-...ARS
-
DEXTERITY 2D
Archaic guns: Kiliean bolt gun 5D, dodge 4D+ 1. running
3D2
169
-r:D~e:!:r~i1yyn!l.:=====================================:;:'TAR
WA~
Blaster 50. dodge 60, grenade 40, melee combat 50+2, melee parry 50
KNOWLEDGE 4D
Alien species 70, bureaucracy: Imperial 80, intimidation 80, law enforcement 80.
planetary systems: Derilyn 7D+l, streetwise 60+2. tactics: ground forces 90. tactics:
army operations 110, willpower 90
MECHANICAL 2D
Communications 40, ground vehicle operation 40, hover vehicle operation 50.
repu!sorJlft operation 40+ I, sensors 30+2, walker operation 50
PERCEPTION 4D
Command: Imperial troops 90+1, investigation 60, persuasion 60, search 60
STRENGTH 3D
Blaster repair 40, computer programming/repair 50, first aid 40. security 50+2, walker
repair 4D
Force Points: 2
Dark Side Points: 2
Character Points: i2
Move: 10
Equipment: Blaster pistol (40), command baton, comlink
Capsule: General Afren Hul is the Imperial governor of Derllyn. He has taken up
residence in the Government Palace in Derilysa, the capital city. He has a
permanent honor guard of 24 stormtroopers and 12 Coynite mercenaries.
General Hul, a man in his early 50's, dresses in a very sharp, spit and polish
military style. He is bald, and has bushy eyebrows that are so thick they appear
to be one solid, unbroken brow. His eyes are steel gray, with a penetrating gaze.
Hul is burly, and hasn't soltened during his time behind a desk.
General Hul worked his way up through the oflicer ranks, and distinguished
himself just enough to be promoted but not enough to get a plum assignment.
He spent his share of time in combat, and is very savvy about firefights,
ambushes, and guerrilla warfare.
A no-nonsense, rigid, unyielding man, General Hul is a firm believer in iron
discipline. Very much a fanatically loyal servant of the Empire, he believes that
there are no civilians and no off-limits targets in war. He believes in total victory.
As a military governor, he has been ruthlessly efficient in keeping the peace. A
cruel, sadistic man, Hul enjoys disciplining the people of Derllyn. ("So you don't
know the location of the resistance ceIl? Oh, don't worry, I shall not kill you. I mean, if you don't know, well,
that's hardly your fault, correct? Your husband and chlfdren, on the other hand ... oh, what is that? You
remember? Welf, how fortunate! That ensures you and your family will remain together." (After the Rebel has
given her testimony, Hul turns to the nearest Imperial officer.) "Kilf her and her family. I hate breaking up a
happy home."
Hul has an intense hatred of aliens and droids, the latter he uses for target practice whenever he sees one.
As governor, he can afford that luxury, and has been known to personally execute anyone who would Udebate"
the matter with him.
;I
KNOWLEDGE 4D
Force Points: 4
Dark Side Points: 5
Character Points: 9
Move: 9
Equipment: Cape, walking stick, pocket computer with
comm up-link to space yacht, several changes of fine
clothes, personal medallions and jewelry.
170
~,=~~=====================================.!D~e;:r~il~y~n
his job, leaving that task to General Hul, who thoroughly enjoys such duties. He also enjoys playing his
two Star Destroyer captains off each other - every-
Friends of Paran
(The Resistance)
The resistance on Derilyn is small and fragile.
Unfortunately, General Hul has been all too efficient in his campaign against insurgents. Current
active resistance members number only about
420, although there are countless sympathizers
too fearful to take action.
The Friends of Paran, named after the destroyed city of Paran, operate in small cells, very
similar to Rebel resistance cells. A central headquarters for the resistance operates in the ruins
of Paran itself. Paran had extensive tunnels for
the repulsor trains that provided mass transit;
these tunnels now serve as the Resistance's base.
The Empire knows nothing ofthe existence of the
tunnels.
As a rule, only a few dozen resistance members stay in Paran. They serve as defense and
counselors to Wuxod, the grandson of the late
Senator Wuxod and head of the resistance.
Melodia Fharn
The resistance member the characters will
most likely run into is a woman named Melodia
Fharn. She is one of the most effective resistance
field personnel and is based in a Tekar cell, where
she has convenient access to off-world travelers.
Contacting the Resistance
171
[D~e~r~il~y~n:.:====================================::;:;'TAA...
WAIU""""
Melodia Fharn
Type: Resistance Fighter
DEXTERITY 3D
Blaster 60+2, dodge 40, grenade 50+2, vehicle blasters 50+ I
KNOWLEDGE 4D
Languages GO, law enforcement 60+ 1, planetary systems: Derilyn 50+2. streetwise 70,
survival 80, willpower 80+ 1
MECHANICAL 3D
Beast riding 40+ I, ground vehicle operation 40, hovervehicle operation 40+ 1, starship
gunnery 40
PERCEPTION 4D
Bargain 60. command: Derilyn resistance forces 70+1, con 50, forgery 60+1, hide 80,
persuasion 60, search 70, sneak 50+ 1
STRENGTH 2D
TECHNICAL 2D
Armor repair 40, blaster repair 40+1, demolition 60, first aid 50+2, ground vehicle
repair 50, security 40+ I
Equipment: Blasler rifle (50), blaster pistol (40), 4 grenades (50 damage), comlink,
armor vest (+10 physical. + 1 energy). glow rod, datapad, medpac.
Capsule: Melodia Fharn is an aging woman, with long gray hair that she keeps
in a bun. Her salt blue eyes reveal a strong sense of compassion. Melodia was
a nurse and counselor in the city of Tekar before the war. Married and with one
son, Melodia's life was a good one. Then came the invasion. Melodia's husband,
who was visiting the dtyof Paran, died, leaVing Melodia to take care of their son.
The years passed, her son grew up and married, and had two kids. Two years
ago, her son and his wife, both of them resistance members, were killed. Melodia
decided to fight back and take care 01 her grandchildren, now aged 12 and 10.
She feels it is belter to repel the Empire than to allow her grandchildren to suffer
under tyrannical rule.
172
Derilysa
This is the capital city of Derilyn, though not
the largest city. The city is a place of opulence,
filled with expensive eateries, amusement centers, museums, and shops. This city has been
rebuilt by the Imperials, and the sheer amount of
credits invested here indicates that the Imperials
aren't planning on leaving any time soon. The
facilities are primarily for the use of the Imperials
and visiting dignitaries and businessmen (on the
rare occasion that Moff Andal is present, he
insists on holding endless parties and celebrations). When there are no important visitors,
local residents may take advantage, although
prices are outrageous, far beyond the means of
most working people.
Though theoretically anyone can visit Derilysa, .
those who are not directly associated with the
~'=~l=================================~D~e~r~il~y!:!n
DERllYN DIAGRAM
I. Derilyn Space Central
2. Imperial Spaceport
Sector
3.
4.
5.
6.
7.
8.
Outlying Communities
Imperial Checkpoint
Imperial Base
Government District
Residential Sector
Industrial Sector
9. Business Sector
10. Commercial &
Harbor Sector
J J. Refineries
Tekar
The largest city on the planet, Tekarisasprawling megalopolis. The city sports the largest
starport on the planet, Oerilyn Space Central,
which includes the Imperial Spaceport Sector,
where the area's 36 TIE fighters are stationed.
Because the city was a center of resistance activities after the initial invasion, the city has faced
harsher treatment throughout the Imperial occupation. Checkpoints are at the edge of the city,
where IDs are rigorouslychecked. Checkpoints are
also at several key locations throughout the city.
173
'TAR...
-~D~e~rJ!,!;IYk:!n:l.:==================================::::;~
WARS""""
..........
: .....::
...
-_ .....
174
~~~~================================:,;D~er~il~y~n
Adventure Idea
Adventure Idea
Adventure Idea
While on Derilyn, the resistance learns that
two of their number have been impressed as
miners. They wifl be taken off-planet to Berea the
roflowing day. The characters are asked to mount
a rescue mission.
Adventure Idea
A particular Friends of Paran cell, known for
its extremism, has hatched a plan to bomb the
Imperial Mining, Ltd. corporate building. The
head of the resistance asks the characters to
interfere, emphasizing that this attack would kill
hundreds of innocent Derilyn citizens and have
almost no effect on the Empire. It would trigger a
crackdown with no beneficial effect.
He begs the characters to neutralize the cell
(and hopefully not kill them) and remove the
bomb. Even an anonymous tip is not good enough.
IML, and by logical extension the Empire, cannot
and must not know that the bomb ever existed.
The cell has already planted the bomb in the
lobby of the headquarters.
175
-~K~u!!:ra:ls~II.!.1===================================~'TAR
WAIU""""
I<uras III
Kuras III
Type: Unexplored hostile terrestrial
Temperature: Temperate (verging on cool)
Atmosphere: Type II (breath mask suggested)
Hydrosphere: Dry
Gravity: Standard
Terrain: Volcanic mountains. canyons, cave networks.
shallow inland seas
Government: Tribal
Tech Level: Stone
System: Kuras
Moons
Kuras I
Kuras II
Kuras 111
temperate rock
temperate desert
une..xplored
hostile terrestrial
Kuras Asteroid Belt
Kuras IV
frozen rock
o
2
World Summary
Kuras III lies in the unexplored Kuras system,
on the edge of Elrood Sector. The world has
never been visited by representatives of the
Empire, and all the available evidence indicates
that the world has never been visited by offworlders.
System Summary
Little is known of the Kuras system. The white
dwarf star was named Kuras millennia ago by the
Coynites, who could observe it in the constellation Kezz'Sreik'Kuras, "Predator Beast of the
Dusk."
System Datafile
Kuras system, star: Kuras, single white
dwarf star.
No other information available at this
time. Likelihood of habitable planets is low.
Explore at your own risk. Standard rewards for exploration and navigational coordinates are being offered, as per Imperial
Survey Corps docufile XPLR-45.934.R.E.250003.245.
176
The system was one of several systems scheduled to be observed by Republic probe droids,
but the senator sponsoring the follow-up exploration lacked the political backing to force this
appropriation through the Senate, and thus the
system (and many others) remained unvisited.
As a whole, the system has little to offer the
galactic economy. Kuras I is a lifeless rock with a
trace atmosphere. Kuras II is a barren, desert
planet with an unbreathable atmosphere and
two small moons. Kuras III is the world of prime
interest,yet would require intensive terraforming
.....ITAP~===================================~K::;u~ra:!.s~1II
-WAU
Roll
Missed By:
1-2
3-5
6--S
9-11
12-14
15+
Asteroid Size
Tiny
Small
Medium
Medium
Large
Very Large
Damage
ID
2D
3D
4D
7D
3D
(capital scale)
Ironically, theasteroid belt is also the system's
richest feature, since many of the asteroids are
rich in ores. For characters to successfully find
valuable asteroids, they need ten minutes to
complete a scan and a Moderate sensors total.
A Hostile World
Kuras III, by Human standards, is a dreary,
overcast world. The dim light of its star and
continual plumes of volcanic dust make the world
perpetually overcast and hazy, The temperature
is generally cool, ranging from zero to fifteen
degrees standard. However, the ever-present
addition of hot volcanic ash to the atmosphere,
mixed with the cool lower layers of the atmosphere, creates dangerous and stiflingly hot wind
storms, which often sweep the world's surface.
Aside from the dramatic temperature changes,
the storms often hurl huge rocks through the air
and uproot what little vegetation there is. Because of these, most forms of life on Kuras make
their homes in the caverns and sheltered valleys
of the world.
177
WARS""""
KK~u~ra~s:..!.!"!.1==================================::;~STAA....
;.;
End Transmission
To: Bryn Shal, Head Scientist, Project: Wayfarer, Republic
Scout Service
From: TheSenate Committee on New World Discovery and
Exploration
. Sir:
Your findings are noted and have been taken into consideration by the committee.
However, as you are no doubt aware, funds for exploration and survey are increasingly difficult to come by. In
light of this constraint, there are many more promising
areas than this one in a backwater corner of the galaxy. At
this time, further exploration of Elrood and Cegul sectors
is unwarranted.
Approval of replacement of destroyed probe will await
final recommendation by Republic Scout Service, Department of Remote Exploration.
End Transmission
Historical Footnote: The first report was but one of
thousands of similar reports that were filed and forgotten.
To this day, no further exploration of the Kuras system was
sponsored.
The largest bodies of water on the planet are
the small inland and extremely deep seas with a
high concentration of minerals and salts. Because of the much cooler temperatures associated with the seas, they are often the site of
extremely violent heat storms. The seas are home
to a variety of marine life, much of it predatory
and dangerous. Because of Kuras Ill's hostile
nature, most life forms are resistant to poisons
and toxins, and many have tough armor to resist
claws and bites. Like the land life forms, marine
life is poisonous to Humans and similar life forms.
There are also many pools and ponds at the
bottom of the canyons. They are less likely to
contain the largest, most dangerous marine life
forms, but there are still many formidable creatures to be found in the murky depths.
178
Dangers of an
Unknown World
An Easy sensors roll will reveal that the atmosphere is type II and the characters should wear
breath masks. II they choose not to, the first thing
they will notice upon entering the atmosphere is
a putrid, organic odor that is almost overpowering. The atmosphere irritates the inside of the
mouth and nose, and leaves a bad aftertaste,like
rotting vegetables. For every half hour of unprotected exposure, characters are required to resist the detrimental effects of the atmosphere,
which is an Easy stamina task. Failing the task
reduces the character's Strength and stamina by
-iD.1f a character loses 2D or more, all other skills
drop by 2D and the character's Move is halved
because the character is so weakened that he
cannot concentrate. If the character's Strength
drops to OD, the character falls unconscious for
ID days. The Strength and stamina return after
two hours of rest with plenty of safe (for example,
purified or non-Kuras) fluids.
Kuras' water is also thick with contaminants
and harmful bacteria. Any character who drinks
this water (even a handful) must make a Moderate
stamina check to avoid illness. If the character fails
the roll by one to five points, the character is
paralyzed with stomach cramps. If the character
fails the roll by six or more points, the character
passes out for ID hours and will become feverish.
If the character fails a second stamina check, the
contaminants kill the character.
Simply boiling the water will not make it saie.
Any water must pass through a complete filtration system (such as those found in survival kits
and ship purification systems) to be safe to drink.
Kuras Ill's plants are just as dangerous: a meal
of berries or vegetables will have the same detrimental effects as drinking the water. Eating one
meal requires a Difficult stamina check. Unlike
the water, the flora and fauna cannot be detoxified for Human consumption, due to the presence of numerous native toxins that are an im-
.....sTAP,Rr:==================================:.~K~u~ra:!:s!..!.!.!J11
-WARS
be made habitable, there is no agricultural potential and the world has minimal resources.
However, in time, the characters will learn
that Kuras III offers more than danger. They are
not alone ...
Alien Species
Kuras III is home to two unique alien species: the
Aganof and the Pulras. When the characters meet
the following two species, certain things must be
kept in mind by the gamemaster. These races are
alien. They have never encountered the galaxy at
large and they are very unusual life forms.
Gamemasters should look at the characters
through their "eyes. What will it matter if the
characters point their weapons and threaten the
creatures? Since the creatures have never seen a
blaster, how do they know that these newcomers
(the characters) aren't simply offering them some
new type of food? Since the Aganof depend on
touch and have no sense of sight, consider how
they will approach the situation - they may
come forward with delicate caution, but want to
touch the characters to determine their shape
and size. On the other hand, characters who
extend a hand of friendship could also be misinterpreted. The natives could be thinking, "Why is
that odd creature extending a pseudopod at me?
Does it mean to attack me?"
Both of the sapient species are relatively peaceful. It is up to the characters to convince them of
that they are also peaceful.
n
179
'TAR...
~~u!.!r::!a~S.!I!!".:====================================~
WARS""""
Aganof
The Aganof are a large, androgynous animal
species. They have approximately one dozen
small appendages for movement (the exact number various with the individual), with several
touch sensitive pairs of appendages running along
their bodies. Their backs have heat dissipating
flaps and olfactorysensors on large flexible stalks.
The flaps are also coated with a digestive acid
that is used to break down foods; small mouths
are nestled underneath the flaps. Each end of the
body contains a long, jointed limb that ends in a
shelled claw.
This species lives, works, and breeds in the
damp, cool caves of Kuras Ill. The Aganof must live
in these caves, since only these locations provide
enough moisture for them to survive (they absorb
mOIsture through all of their appendages). They
feed on vegetation, insects and a large variety of
small herbIvores. Aganof reproduce in their cool,
dark caves of their world - they have both male
and female characteristics and lay fertilized eggs.
The Aganof have only the senses of taste,
smell and touch (which is their primary sense).
The Aganof method of communication is by a
combination of creating vibrations with the
shelled claw. The vibrations are modified with a
special organ within the claw called the "sender."
The sender codes the vibrations into a sort of
language that other Aganof can understand.
Nearby Aganof can detect the vibrations and
decipher their meaning (actual distance depends
on many factors, including soil composition and
180
competing vibrations). Like speech, this communication can be perceived by all who are within
reception distance.
. Aganof language is icon-based: recipients get
pictures in their minds instead of words. Thus, if
an Aganof wanted to ask if a character was an
"alien" who came from outer space, the character would get a picture of himself, falling to the
ground (Aganof cannot conceive of the sky), plus
the feeling that the pictures were interrogative.
The Aganof are an intelligent species, with a
society and a culture. All the Aganof born in the
same cave are essentially a tribal unit. The eldest
Aganof is the adviser of the cave-fellows, and
thus his opinion is given more weight than any
others in the cave-unit. The Aganof tribes peacefully co-exist with each other, with inter-tribal
meetings quite common (their purpose being to
share stories, trade knowledge and exchange
tnbe members for mating purposes). The Aganof
have stories, songs, and even a form of art involving the arranging of the dead and decomposing
bodies of their departed fellows.
A favorite Aganof pastime is having philosophical debates and intellectual arguments.
Among the issues debated are what lies above
"the ground" (since their limited senses cannot
detect very much about their world around them;
the concept of space is completely alien to them).
Aganof are tranquil, calm and friendly sorts.
Their society is a peaceful one, and there is not
even a word in their vocabulary for "war." They
understand defense against predators, but not
--STAPIiI:=====================================:..!:K~u~r~a~s.!/!!"
_AU
organized aggression and murder of other intelligent creatures. Conflict among members oftheir
own species is almost unknown.
The Aganof would have a very difficult time
grasping the concept of the Rebellion against the
Empire. Both the concepts of outer space and
warfare would have to be explained to them.
Even if the Empire came to their world and enslaved them, they would have a difficult time
distinguishing between the Empire and those
who would fight it, possibly meaning that the
Aganof would learn to fear and even attack all
Humans and aliens from beyond their world ...
Aganof
The Pulra
Attribute Dice: 11 D
DEXTERITI' 1O/2D
KNOWLEDGE 10/40
MECHANtCAL 10/20
PERCEPTION 10/40+2
STRE!I/GTH 10/30
TECHNICAL 10/30
Special Skills:
Perception skills:
Vibratiun D('lect;on: Aganof use this skill to detect ground
vibrations and determine the proximity of creatures and
beings around them. The difficulty depends on the distance and type of vibration:
Difficult
Easy
Modified by soli:
Loose soil that easily
carries vibration
-5 or more
-5 or more
Dislance:
0--2 meters
3-10 meters
->-5 to difficulty
11-30 meters
31
meters
->-10 to difficulty
+
15 or more to difficulty
181
-KK~u~ra~sW,!Iff!.:==================================:;:;STAA
WAIU""""
pendage, and within certain bounds, they can replicate the functions of certain mechanisms. For
example, a Pulra could replicate an arm and attach
itself to a Human to serve as a bionetic replacement. However, they couldn't replace someone's
eye because the structure, function and interaction with the body is simply too complex.
Due to theclarityoftheirthoughts, Pulras would
have little difficulty in grasping concepts such as
space travel. They can easily piece together the
theory that if they are on a planet orbiting a star,
then other stars must also have planets, and those
planets must have life on them, and some of those
life forms may have created means to leave their
world. Pulras have no interest in space travel or
technology. The Pulras call their world "Host."
Pulra
Attribute Dice: 6D
DEXTERITY ID/3D
KNOWLEDGE ID/3D
MECHANICAL ID/2D
PERCEPTION ID/3D
STRENGTH ID/2D
TECHNICAL ID/3D
Special Abilities:
Added Strength: Pulra can grow to enormous sizes and can
gain many more Strength dice as a result.
Amorphous: Pulras can change their shape. This process
takes a few minutes. They can form appendages for combat (doingSTR+ ID damage), or other forms for a variety of
tasks (such as turning into a wheel to roll down a hill).
Bind: Several Pulras can join shape to create a larger
creature. Use the "Combined Action Bonus Table" on page
69 of Star War.s: The Roleplaying Game, Second Edition to
determine the bonus for Pulras joining.
Echo Location: Pulras sense the outside world by sonar
echo location at ultrasonic frequencies.
Move: 2/5
Size: 20 cubic centimeters to 150 liters
Metalwood
Metalwoods are huge trees that grow to a height
of3040 meters. Their leaves area metallic gray and
their trunks are smooth, dark gray, like sheet metal.
These odd trees grow only where there are ore
deposits underground. The trees' roots actually go
deep into the planet's crust, and tap the ores for
sustenance. With the energy from the white dwarf's
rays, the trees refine the ore and make it into layers
which are used as bark.
Waterfungi
These mushroom-like fungi grow in pools of
shallow water. They live by absorbing nutrients
found in the ground water: clean water is then
released by the fungi as a waste product.
A Moderate survival task will show that the
water flowing past the waterfungi is clearer and
cleaner. It only stays clean for a few minutes before
thoroughly mixing with the rest of the dangerous
(to characters) water.
Infectious Moss
This sickly fuzzy moss is a disgusting swirl of
green, gray, and tan. This moss clings to living
tissueand multiplies quickly. Characters who touch
the moss with exposed flesh must make a Moderate stamina roll or be infected with the moss. Once
on the characters' skin, the moss will begin to feed
off the characters' natural body minerals. Each
day, the character must make a Difficult stamina
roll or lose 10 of Strength. Once the character is
down to DO, he dies from the infection. Curing the
infestation is a Difficult medicine task, or a Heroic
first aid task. Only one attempt of each skill can be
182
.....srAIiP~================================:!K~u~ra~s:..;f!!!"
-WAPi
_ Hairy Savages
Type: Violent anthropoid species
0EXTERJ1Y 50
Capsule:These large anthropoids are savage predators and possess rudimentary intelligence. They
can formulate simple tactics and use primitive tools.
_Wild
Type: Dangerous grazing animal
0EXTERJ1Y 40
Dodge 6D+2. running 8D+-I
PERCEPTION 3D
Hide 6D+2. sneak 6D+ 1
STRENGTH 20
Brawling 4D. stamina 4D
Special Abilities:
Fangs: Do STR+ 1D damage.
_ Quicl<er
Type: Flying omnivore
0EXTERJ1Y 40
Dodge 60, flight 6D
PERCEPTION 40
Search 7D
STRENGTH 40
Brawling 6D+ I, lifting 7D. stamina 6D
Special Abilities:
Beak: Does STR +1D damage
Tuloll."'- Do STR +- 20 damage
Move: 14 (flying)
Size: 2.0 meters long. 4.5--meter wingspan
183
~K:u~ra:S~I ~1::::~==============================:!
WAIU""""
STAR...
I'"
'''
Capsule:
The (it
qUicker is a IIymg
. species so named
by the Pulras
e qu~cker IS an omnivore
y at mght.
Adventure Idea
This is the typical rna
through the asteroid bel;~~ne~setting. Coming
, e c aracters' ship is
damaged, requiring
After landin the an emergency landing.
ate surrOUndi;gS r~;:S~~XPlo:e their immediplies in order to ;tay ali~e. e ship, and get sup-
Adventure Idea
An Imperial Scout ves I'
secret base on Tifnyl an;~ IS ~rac~ed leaving the
of the Kuras III system TheEeadmgm the direction
to the unexplored I'
mpIreIS sendingaship
characters alter th~~et. T~e Rebellion sends the
the ship but not to reve~~eIr
.mstructs them to tail
the scout ship reache 't d pres.ence until after
The Imperial shi SIS estmatlon.
preliminarySensor~:,~~I~~~nKuras III and begin
Will be spotted. There ~. ePu~rasandAganof
confrontation in stor h s a possIble three way
ters, the Empire and ~h ere ?etween the charac,
e natIves of Kuras lll.
184
... "",,"'~
Adventure Idea
Radell Mining Cor h'
look fornew ore depo~:t Ires the characters to
d
to Kuras system. Impe:i:i ~~ .orders them to go
always keen to stay h d nmg, Ltd., however,
will send out some m~ ea of the ,:,ompetition,
mercenaries have b rcenanes of ItS own. The
explorers from other ~~':nmst~ucted to kill any
ore deposits.
pames and to find new
Adventure Idea
While lying over at Lanth
counters a grizzled
rym, the party enscout ship. The man hProspector and his small
a new discove an as apparently stumbled on
asteroids, lad~'witahste.rOld belt with a few large
H
mmeable ores
e wants to go back th
.
anyone who is willing t r ere, but cannot find
coordinates on his n 0 Isten to him. He has the
If the characters t~~ computer, ready to go.
then other people wille al~ mterest in the man,
f
people on Lanthrym .~ ow theIr lead. Many
something until so WI not show mterest in
eone
first. Once someon:
~lse shows interest
hOWS
mterest, they rationalize, that "someone7.
rest of the people on ~~~~~owsomething the
Thus, everyone will
rym do not know.
Crime bosses m'!OW want to get involved.
Empire will seek to ~~:~e com~anies, and the
even possible that ~he 1~lved 10 thiS affair. It is
and asks the chara t 0 prospector is killed,
c ers to carry on for his sake.
.....ITAA
..~==================================~K~u~ra~s~f11
_AU
Adventure Idea
Adventure Idea
185
;A~lg~a~r~a~l!!.f==================================:::;~'TAA...
WAIU""""
Aigara II
Aigara
Krizzin
Algara v
AJgara VI
barren rock
gas giant
gas giant
Temperature: Temperate
World Summary
System: Algaran
Star: Algar (yellow)
Orbital Bodies:
Name
Planet Type
Moons
Kerilt
Aigara II
steaming jungle
terrestrial
Tonder
volcanic
System Datafile
Algaran system, star: Algar, yellow sun. Six planets in
system, four can sustain life in some fashion. Algara II,
otherwise known as Algara, main system planet.
Algara is a bustling planet, especially the capital city of
Algarine, site of the starport. Many hard to find goods and
services may be purchased in Algarine. Algara is a member
in good standing of the New Republic.
TRAVELLER'S ADVISORY: Algara is governed by a huge
and complex bureaucracy. Be prepared to answer a number of questions and payout a significant sum in credits.
Thosewhose business concerns stretch the limits of legality may wish to avoid Algar.
"During your visit to our fair planet, won't you consider
spendingsome ofyourtime and credits atthe Club Prosperine,
Algam's most exclusive resort? It has everything an off-world
guest would ever want! Stop by today!"
(The preceding message was paid for by the Algara
Bureau of Tourism, the Algara Board of Interstellar Promotions, and the Algara Board of Off-Worlder Affairs.)
186
o
o
14
System Summary
The Algaran system is located well within the
New Republic's sphere of influence. Its yellow star,
Algar, boasts no unusual features.
The first planet, KerHt, contains a breathable
atmosphere and is suitable for habitation. The
dense jungles and stiflingly high humidity make it
a daunting place nonetheless. Actual colonization
has not yet begun.
Algara II, also known as Algara, is the main
planet in the system.
Tonder, the third planet, is an unstable volcanic
world. Scientists speculate that once it cools down
(expected to occur sometime in the next 3,000
years), it could be a viable colony world. There is
currently a struggle between the Algarian Bureau
~~~~====================================~A1~g~a:!!r:a!.I~I
of Planetary Colonization and the Bureau of Volcanoes over which has jurisdiction on Tonder.
Krizzin, the fourth planet, is barren rockwith an
atmosphere, though remote probes have discovered the existence of underground mineral deposits. AIgara V and VI, a gas giant and an ice ball
respectively, are considered useless.
AJgara
The planet AIgara has normal seasonal variations. Springs are wet and windy, summers hot
and humid, and winters are cold, with significant
amounts ofsnowfall. Summer temperatures reach
25 degrees Centigrade at their zenith, while winter temperatures can drop as low as 15 degrees
below zero. .
Algara has four moons, all of them home to
lunar settlements managed exclusively by
AIgarlans. The satellites are, from largest to smallest, Tallakron, Radeon, Omakaton, and Kevron.
Tallakron has a military outpost, Radeon and
Omakaton have mines, and Kevron has an astronomical research station.
AIgara was settled by Humans hundreds of
years ago. The AIgarians have standard Human
statistics and no special abilities.
A1garian Society
The words "nightmare bureaucracy" immediately spring to the minds of most free-traders
when the planet AIgara is mentioned. AIgara has
rules, regulations, and forms governing every
conceIvable thing and activity on the planet.
187
"A~lgil;a~r~aW'!!.I==================================:::;i:iSTAR...
WARS""""
188
TheXan
The Xan are native to Algara. They are hairless, slender humanoids with large, bulbous
~~~"F==============================~A~lg~a~r~a.!!"
heads. Their height averages between 1.5 and
1.75 meters. Skin coloration ranges from pale
green, to yellow to pink. Their eyes have no
irises, and are big, round pools of black. Xan
faces do not show emotion, as they lack the
proper muscles for expression.
The only pronounced difference between Xan
physiology and that of normal Humans is their
vulnerability to cold. The Xan cannot tolerate
temperatures below one degree Centigrade. When
the temperature ranges between zero and minus
ten degrees Centigrade, Xan fall into a deep sleep.
If the temperature goes below minus ten degrees,
the Xan die. As a result, most Xan live in the
equatorial regions of Algara.
Like most sentients in the galaxy, the Xan are
emotional beings. Their code of behavior is very
simple: do good to others, fight when your life is
threatened, and do not let your actions harm
innocents.
Life expectancy among the Xan is roughly 80
years. Xan births are single-offspring, and a female Xan can give birth between the ages of 20
and 50. Unfortunately, the Algarians strictly regulate the number of children Xan women can bear.
Centuries of Algarian domination has resulted in
the virtual extinction of the Xan culture. What
little remains must be practiced in secret, in
small private gatherings. Unfortunately, most
Xan have never heard the history of their people.
Instead, they are fed the Algarian version of
events, which speaks of Xan atrocities against
the peace-loving Humans.
Most Xan can speak Basic as well as their own
native sign language. A small percentage of the
Algarians are also trained in the Xan language, to
guard against any attempts at conspiracy among
the lower classes.
The Human colonists' advanced technology
allowed them to quickly dominate the Xan, a
condition that has prevailed for 400 years. The
vast majority of Xan are classified as Drones,
doing unskilled, menial work.
Their status as second-dass citizens has turned
the Xan into a sullen race. They do the work
required of them, no more, no less, and waste no
time in complaining about their lot. They do, however, nurse asecret sympathyforthe Empire. Most
believe that the freedom the New Republic gives
each planetary government to conduct its affairs in
its own way is tantamount to a seal of approval for
Algarian oppression. The Xan do not believe that
their lives could be worse under Imperial rule, and
believe the Empire might force the Algarians into
awarding the Xan equal status.
The Xan are forbidden by Algarian law to travel
into space. The Algarians do not want their image
to be tarnished in any way by Xan accusations.
.Xan
Attribute Dice: 12D
Attribute Minimum/Maximums:
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special AbillUes:
Cold Vulnerability: Xan cannot tolerate temperatures below one degree celsius. Between zero and-IO degress, Xan
fall into a deep sleep, and temperatures below -1 0 celsius
kill Xan.
Move: 6/8
Size: 1.5-1.75 meters tall
Algarine
Algarine is the sprawling capital city of the
planet, and home to one of the most complex
bureaucracies in the galaxy_ A monorail line connects Algarine with the other major cities on the
continent, Tivin and Benis, as well as to Club
Prosperine.
Algarine is home to 20 million beings, plus an
additional one million visitors from off-world. It
is a bustling citywith well-stocked shops, crowded
entertainment centers, humming factories, and
traffic-clogged streets. It is a city in motion.
It is difficult to point to one single Algarian as
the head of the planetary government. Each as-
189
WARI""""
"'.!ll2!::!.!!.::================================~STAR
~Igara 1/
Algarian Law
Algarian law is enforced by on-planet security
forces as well as a small space fleet, based in
Algarine. The fleet is composed of a military configuration CoreIIian corvette named theBureaucrot's
Triumph, and a dozenZ-95 Headhunterstarfighters.
Captured smugglers and pirates have their cargoes and ships seized, and a fine of 10,000 credits
levied against them.
Off-worlders who fail to correct proper data
are fined 10 times the amount of the standard fee,
or 100 credits if the diskwork did not require a
paid fee. Second offenses double the fees. Third
offenses triple the fees. A fourth offense leads to
the character being banned from Algara.
190
Club Prosperine
The largest resort on Algara, Club Prosperine
charges 500 credits per night, meals included.
Here, Algarians and off- worlders alike may rest,
play, eat, and sleep to their hearts' content.
There are sports facilities, casinos, cabarets,
electronic games of amusement, several fine restaurants and cantinas, and even a service that
matches up single visitors with each other, based
on gender, interests, and species.
W':~;::==============================:..!:A~lgi!:a~ra~1I
ALGARA II DIAGRAM
Club Prosperine
.,
Stadium
Cabaret
Gate
Health Club
.. .'"
,,"
. ..
.",0. Administration
",.
Building
Restaurants
DEXTERITY 3D
191
~-Al~qil:ai!.!r~a.!I!.:'================================::::;;~ITAA
WARS""""
Blaster 60, blaster: blaster rifle 50, dodge 60, melee
combat 70
KNOWLEDGE 3D
Scholar: Aigaran history 80, streetwise 90, value 70+2
MECHANICAL 3D
Repulsorlift operation 70+ 1
PERCEPTION 3D
Bargain 60+1, command 90, hide 60, search 70. sneak 80
STRENGTH 3D
Stamina 40
TECHNICAL 3D
Computer programming/repair 40, demolition 80, droid
programming 30+2, droid repair 40+ I, first aid 50, security 70
Character Points: 10
Move: 10
Dhislugs
Dhislugs are huge, slimy creatures with twin
antennae on their heads (which serve as primary
sensor organs). They have eyes, but they are
virtually useless. Their sale other "facial" feature
is a toothless maw. Dhislugs can grow to a length
of four meters, although most are in the three
meter range.
Dhislugs enjoy damp, dark areas. They congregate in colonies of up to 10 in the sewers and
waste disposal pits of A1garine and other cities.
They emerge only at night, using acid secretions
to melt their way through gratings. They will
rarely venture far from these openings, crushing
the first prey they spot and dragging it down for
a feast. The Bureaucrats have blamed the damaged sewer accesses on everything from natural
erosion to terrorist activity by the Imperial Resistance. Algara's urban areas, specifically their
underground waste disposal systems, have become home to the dhislugs. Thus far, its victims
have primarily been Xan living in poorer areas
limiting the amount of attention the proble~
receives. However, a Bureau of Algaran Gastropod Mollusk Research has been formed to study
the problem.
Dhislugs need to feed at least once a week to
remain healthy. They are strict meat-eaters, but
192
Sneak 30
STRENGTH 5D
Special Abilities:
Armor: -+ 10 to Strength against physical attacks
Constriction Attack: STR-+20 damage
Acid: 50 damage
Move: 3
Size: Up to 3 meters long
Scale: Creature
Adventure Idea
The New Republic hires the characters to run
some data to A1gara fl. This simple hook gets the
characters to the planet. The New Republic will
warn the characters to make sure that their
diskwork is in order.
At some point after the characters' ship has
landed but before they disembark, the Imperial
Resistance, which has found out about the data
shipment, will raid the vessel and try to steal the
information.
Adventure Idea
The characters are supposed to meet a fellow
off-worlder New Republic representative at the
New Republic Cantina in Algarine. As the characters approach the cantina, their contact staggers
out of an ally and collapses at their feet, dead.
The characters only have a few minutes to
search his body before the police arrive and, of
course, the characters will have to answer lots of
questions if they are found by the body.
The victim died of a vibro-blade wound. There is
nothing on his person except his Visitor Identification chip, which indicates that he was staying at the
Club Prosperine and that he owned a droid.
When they arrive at the club and check out his
room, they find a group of Xan and Humans going
through the room, searching for something. What
has happened is that the New Republic representative has been conducting his own investigation
and has discovered the true nature of the situation on this planet. He recorded it all on his 3PO
protocol droid. The Imperial Resistance thought
he was a spy and had him killed. They are now
searching his room for the data he gathered
believing it to be incriminating evidence against
their movement.
~~~"~==============================~A~lgiZ:a~r:.a..!!1I
193
AA.!t!::ra:!!k~ei!n:!..:====================================::::;~STAR...
WAIU""""
Atral<en
Atraken
Type: Desolate Wasteland
Temperature: Cool
Atmosphere: Type III (breath mask required)
Hydrosphere: Arid
Gravity: Standard
Terrain: Wasteland
Length of Day: 20 standard hours
Length of Year: 304 local days
System: Kattellyn
Name
Planet Type
Kronas
Atraken
Trilos
Moons
o
3
World Summary
The planetAtraken is the primaryworid of this
system. Atraken is a wasteland, ravaged by the
Clone Wars to the point of irreparable ecological
disaster. The planet has been totally written off
the world logs as a place for visitors to travel and
trade.
However, what the overwhelming majority of
the galaxy is unaware of is that a small segment
of the Atraken population escaped the conflict
and fled by ship to Trilos, one of the three moons
of Atraken.
Now miners and colonists dwell in pressurized shelters above and below ground. Most of
System Datafile
Kattellyn system, star: Kattellyn, yellow sun. Two planets, Kronas and Atraken. Atrakenite mining colony on
Trilos, primary Atrakenite moon.
ALERT: RESTRICTED SYSTEM! The population of the
planet Atraken was decimated during the Clone Wars.
There is no one left on the planet to trade or interact with.
Possible hazards include biochemical weaponry residue,
unexploded ammunition, and other sustained environmental hazards. This system is dead and off-limits to all
personnel.
194
the ores they mine are processed on the planetoid itself and used to expand the colony. In
essence, it is a self-sustaining world.
Standing water is found in underground
springs, and massive hydroponic and fungal gardens provide nutrients.
The Atrakenites have, in the last few years,
begun making salvage runs back to their home
world.
System Summary
The yellow star Kattellyn has only two planets
in its system - sadly, both are dead. Kronas is a
ball of searing rock that orbits much too close to
the sun to ever sustain even the tiniest shred of
life. Atraken is a bombed-out husk, a poisoned
legacy of the Clone Wars.
Atraken has three moons, Trilos, Doulos, and
Mrykos. Only Trilos is capable of sustaining life
of any kind, and it is here that an Atrakenite
mining colony was set up several years before
the Clone Wars erupted. Atrakenite refugees
made their way here and have bolstered the
population to its current level.
The Kattellyn system is on a well-travelled
trade route, but the disaster of Atraken is common knowledge to most spacefarers. Knowing
the details of the catastrophe is an Easy planetary
systems task. Those traders who have, largely by
accident, discovered the Atraken settlements on
Trilos have seen their tales dismissed as fantasy
in other parts of the galaxy.
Atral<enite Society
This is a survivor-based society, a society
built on a sadness that has not yet gone away.
This, combined with the stark and gloomy setting of Trilos, makes for a somber people that
seem to have little time for leisure or laughter.
The Atrakenites are a stubborn lot, and they
have chosen as one people to stay in their system
and try to honor the memory of their dead by
rebuilding their society. In a way, it is a form of
.....srAA
..~==================================~A~t!:ra~k~e~n
-WARS
Starport Touchdown
This is a limited services starport, formerly
used as the main starport in the pre-Clone War
days. Now, it lies mostly unused. Most of the
spacecraft used to evacuate Atrakenite survivors have been disassembled, and only two craft
remain.
195
A
"~tr~a!.!k:l:e:!:n!.:==================================~'TAA...
:.
WAuIn order to repair the X-wing, the characters
need to purchase spare parts found only at stellar class starports and costing 50,000 credits.
Once this is achieved, repairing the ship takes
two weeks and is a Difficult task.
196
Current Mines
The Atrakenites have begun new mines. Each
one is set in one ofthe big craters in the planetoid's
western hemisphere. Travel to these mines is
accomplished using pressurized landspeeders
and ore barges.
Each mine has a pressurized dome with sleeping facilities for 180 workers. The mines are very
productive, and there are even plans for expanding the subtrans to reach each of them, once
enough raw material has been mined, refined,
and made ready to use.
The Ee
The Ee are a species of small worms native to
Trilos, not more than six centimeters in length.
Ee coloration is grey or tan, with a darkened area
marking the location of their heads. The moon
Trilos is infested with Ee, who enjoy burroWing
.....sTARI:====================================::.~A~t~ra:!.k~e;;n~
_AU
through the rock and eating very small amounts
of minerals and fungus. The cold, harsh conditions of space do not bother the Ee, and they are
able to exist with very little oxygen.
Ee have tactile, olfactory, and audio nerve endings allover their bodies serving as sensory organs. The head contains one optical organ that
allows. sight. Their tiny mouths have a sharply
defined taste organ, so that the burrowing Ee may
be able to tell what sort of mineral it is burrowing
through. Some Ee have even become connoisseurs
of particiJlar minerals.
The Ee have two unusual abilities. The first is
that their digestive system allows them to ingest
several different types of mineral and rock, and
produce alloys. These substances are used in the
construction of Ee equipment (see below). Also,
when Ee eats into a vein of metal ore, it refines
the metal to its purest form, since what it is really
consuming from the ore are the impurities. The Ee
then take the threads of pure ore and, using their
.mental powers, weave and weld the metals into
functioning devices. Most of these devices are
powered by solar power, collected bymicropanels
on Trilos' surface and stored in micropowercells,
all of which are formed by the Ee manufacturing
process. The Ee have also found that ingesting
certain chemicals allows them to produce different
substances from the minerals theytake in, but they
are forced to rely on the unwitting Atrakenites to
provide the needed solutions.
One of the most unusual things about the Ee is
their mental prowess. The species is quite intelligent and has developed a number of powers of
the mind to enable them to rise to a level of
civilization unheard of for most invertebrates.
Each Ee has male and female characteristics,
and reproduces by laying ID eggs. The incubation period is a time-consuming, random alfair,
with the young taking 2D months to form. Average Ee life expectancy is 20 years.
an
Ee Society
The Ee are individuals but have a linked group
mind, and consequently the issue of government
is a simple one. Each Ee puts its thoughts into the
problem, and the course of action which results
is an amalgam of all the ideas submitted. Despite
this potentially confusing system, the Ee manage
to get things accomplished.
Ee dwellings consist of hives made of coneshaped rock formations, found on the moon's
surface as well as in underground caves.
Ee society is divided into the following categories, based on occupation:
Purifiers: Those Ee especially adept at processing ore into pure elemental form.
Weavers: Ee who show talent in taking the
processed materials and forming them into the
machinery needed.
Thinkers: Ee who have a knack for theories,
principles, and such.
Mlndbenders: Ee who have especially strong
mental talents.
Bulwarks: Ee whose primary duties involve
the protection of the race.
None of these castes is considered superior to
any other, but exist only to make the best use of
every Ee's talent.
The Ee have no spoken language. They do
possess an icongraphic alphabet, which uses
symbols to represent words and ideas, but this
system is only rarely used. Most of the time, the
Ee rely on their telepathic power to communicate with each other.
The Atrakenites have not discovered the true
nature of the Ee.
As for the Ee, they have been watching the
Atrakenites very closely, reading their minds,
and observing their behavior. The Ee feel pity ior
the Atrakenites, who have lost their home planet.
The little creatures are waiting for the group
mind to finally decide when the time isright for
contact. Many Ee feel that this will be soon.
Until then, special measures are taken to ensure that the Atrakenites never learn of the Ee
civilization. Ee iconography is never done in a
197
"A~tr!::a~k~e;!:n!.:==================================:;:'TAR...
WARS""""
198
.Ee
Attribute Dice: 60
Attribute Minimum/Maximums:
DEXTERITY 00
KNOWLEDGE 20/40
MECHANICAL 00/ID+2
PERCEPTION 20/40
STRENGTH 00/+2
TECHNICAL ID/40
Special SkiIIs:
Unrelated skills (not tied to any attribute):
Physical skills. Time to use: One round to several hours,
depending upon power. This is one of the three Ee mental
memories.
Ee are small and fragile, but have great knowledge. Combined with their mental abilities, they
can accomplish much despite their physicallimitations. They have a marked distaste for physical
confrontation, firmly believing in discretion and
secrecy.
Ee are known for their arrogance: they are
intolerant of beings not as intelligent as them or
not structured like them ("Yes, yes, I know you
are not a segmented-bodied, telepathic invertebrate. I guess we cannot all be perfect!"). They
have little patience when it comes to explaining
difficult procedures or complex concepts.
They are natural explorers and have mapped
most of Trilos; given the chance, most Ee would
love to explore the larger galaxy.
Special AblIllies:
Mental Abilities: Ee have mental abilities which some
might attribute to Force-sensitivity (although there is no
proof of this notion). They have three skills governing
these abilities: physical skills. mental skills. and environmental skills. Ee who possess the skills start al2D and can
increase the skill at double the normal Character Point
cost.
No Physical Manipulation: Ee have very little ability to
physically manipulate items or tools. They must rely on
their mental abilities.
Story Factors:
Unknown: The settlers on Trilos are unaware of the existence of the Ee.
Move: 3/5 (burrowing or crawling)
Size: 1-6.5 centimeters
Note: Ee should not be player characters
--ITA"P~==================================~A~t!:ra~k~e~n
-WARS
Ee Mental Powers
All Ee are adept at at least one type of mental
power. be it physical skills. environmental skills. or
mental skills. One Ee in 10 is adept at two categories, and one Ee in 100 is adept at all three.
Ee begin with 2D in theseskills. but may increase
their skills. Effective range of all powers, unless
otherwise stated. is five meters.
Physical Skills
Cell Burst: Disrupts the cells in organic or inorganic matter. causing 4D damage. Difficulty is Easy
for organic matter and Moderate for inorganic
matter.
Healing: Completely removes an injury. Difficulty: Very Easy for wounded victims. Easy for
incapacitated ones, and Difficult for mortally
wounded ones. Note: These difficulties are
DOUBLED when the target is non-Ee.
Pliability: Causes any substance to become
flexible. Difficulty: Easy to Heroic, depending upon
innate flexibility of material.
Telekinesis: Though Ee tefekinesis is different
than the Force power of the same name. for
simplicity's sake. the same description can be used
for both. Ee difficulty numbers of telekinesis are
two levels higher than those of the Force power.
Teleportation: Ee wi th this power can teleport
objects which weigh no more than one kilogram.
The object can be teleported one meter per three
points rolled (round down). For example. if a IS
is rolled. an Ee can teleport an object up to five
meters. If the power user attempts to teleport
himself, difficulty is Difficult. Standard difficulty:
Moderate.
Environmental Skills
Ught: This power must be centered on an
object weighing no more than one kilogram. The
object must be within 10 meters of the Ee. When
used successfully, a globe of light 10 meters in
diameter is created. The object can be moved
and the light globe will move with it. Difficulty:
Very Easy.
Null Gravity: An Ee interference field disrupts
the gravity in a two-meter radius. Anyone caught
in it, floats upward until the Ee ceases using the
power. The Ee must be on the perimeter of the
radius. and the null gravity area cannot be moved.
Difficulty: Difficult.
Power Drain: Drains all power out of a battery
or other charge-holding device. Difficulty; Moderate.
Raise{LowerTemperature: Affects a 20-meter
diameter circle. Difficulty is Very Easy for a fivedegree Centigrade change. Easy for a IO-degree
change. Moderate for a 15-degree change. etc.
Mental Skills
Group Mind: Enables all Ee to communicate
with each other. All involved Ee must be within 30
Ee Technology
The Ee have developed and continue to manufacture the following items: solar panels, intruder
sensors. motion sensitive alarms. lighting panels. fortifications for their dwellings and supports for tunnels
All of this machinery is, of course. to scale with
the Ee race and of no use to the average visitor.
199
}A~t~ra~k~e~n2.:====================================:::;~STAR...
HAasExploring Atraken
The only legitimate reason for exploring
Atraken is for purposes of salvage. In order to
survive for any length of time on that blasted
planet, full protection space suits will be needed.
Even these, however, are not enough - the
howling winds of Atraken, laced with corrosive
chemicals, will slowly cause a suit to lose its
structural integrity, eating away at the non-metal
parts.
In game terms, consider the suit to have a
Strength of 5D for purposes of protection from the
hostile environment of Atraken. For each hour
spent on Atraken, a cumulative ID is rolled against
the suit. As soon as a wound result is scored, the
suit has lost integrity, and the character is vulnerable.
Once a suit is compromised, the character is
attacked by a cumulative 2D damage for every 10
minutes of exposure.
Visibility on most parts of the planet is down
to 20 meters. Dust and other pollutants in the
atmosphere obscure sunlight. Daytime temperature hovers at about two degrees Celsius, while
nighttime temperatures dip to minus ten degrees
Celsius.
Atraken Events
For every half hour spent on Atraken, roll 2D
and consult the "Atraken Hazards Table" to see
what peril, if any, the characters encounter.
200
.Cidwen
Type: Aggressive avian
DEXTERITY 5D
PERCEPTION 4D
STRENGTH 10+1
Special Abilities:
Beak: STR+2D damage
Claws: STR+2D+2 damage (works out as 30+3 damage)
Move: 30 (flying), 22 (gliding)
Size: 0.5 meters long, I-meter wingspan
Scale: Creature
Capsule: Cidwens are ebon-hued birds with sharp
beaks and vicious claws. Theynest in ruins through-
turbed, but they will often only fight until the offending being has been driven off.
.....sTA.IiP~==================================~A~t~ra~k~e~n
-WARS
Diehards
Type: Hardy insects
DEXTERITY 5D
PERCEPTION ID
STRENGTH 4D
Special Abililies:
Mandibles: STR+2D damage
especially resistant to energy weapons, so primitive slug-throwers are the preferred means of stopping these savage attackers.
Diehards are not very intelligent, relying on in-
stinct. For attacks, they use simple swarms (although their swarms normally have only four or
five members). Once a diehard hits a target, it digs
into the victim with its mandibles (pulling a diehard
off someone requires an opposed Strength total).
Roll
2-5
6-7
8
9
10
II
12
Adventure Idea
This should be the first adventure set in the
Kallelyn system.
The characters spot a Corellian stock light
freighter adrift in space. It does not answer any
hails. If the characters board it (gamemasters can
use the interior blueprint of the Millennium Falcon
found on pages 22-23 of the Star Wars Sourcebook,
Second Edition), they will find that the crew of four
is dead.
The ship appears to be ruined, as if vandals
tore into it with vibro-axes. None of the systems
save the computer and the environmental control still work, and even these will go in ID hours.
This is what happened: The freighter Lucky
Bantha discovered the Kallelyn star system. The
crew stopped off at Trilos, exchanged some small
goods and pleasantries, then, against the advice
of the Atrakenites, went to check the ruined
planet of Atraken for salvage.
Unfortunately, the crew did two things wrong.
First of all, their space suits were of cheap quality, and easily compromised. This led to their
catching radiation sickness, which eventually
caused their deaths. Secondly, they did find some
salvage, unaware that a small nest of diehards
was included with it.
When the crew brought the salvage into their
cargo hold, the diehards left the salvage and
began eating away at the ship itself. Of course,
the crew was already dead of radiation poisoning
by the time the diehards had managed any significant damage.
The names of the ship and crew, their last
port-of-eall and its coordinates, theirnext planned
II
Salvage Table
Result
Nothing.
Useful spare parts for droids.
Useful spare parts for spaceships.
One random piece of broken
equipment, gamemaster's choice*.
One random broken weapon, GM
12
A broken landspeeder**.
Roll
2-6
7-8
9
10
choice*.
201
jJA~t!::ra~k~e~n~====================================::;~'TAR...
WARS""""
The dead crew members, incidentally, are still
irradiated. Unless the bodies are jettisoned, the
characters will suffer 3D of radiation per hour
spent in the Lucky Bantha.
Adventure Idea
Once on Trilos and acquainted with the natives, the characters are asked to investigate
some odd goings-on in the Old Mine. Large
amounts of chemicals used in manufacturing are
Adventure Idea
While the characters are on another planet,
they are approached by a somber-looking elderly couple. They offer to pay the characters
50,000 credits to fly them to the Kattelyn system.
The old couple know of the fate which befell
202
Adventure Idea
In the realm of the truly off-beat, an Ee approaches the party in a cantina (perhaps after
the party has drunk a bit too much), and asks
them to take it to the moon Trilos in the Kattelynn
system. For payment, the Ee can give the characters 5,000 credits worth of pure metals, but can
only pay this price once it gets back to Trilos.
It seems that a free-trader who visited Trilos
wound up with an Ee in his spacesuit. The curious Ee wanted to see "what was out there," but
has seen enough.
What could make this adventure even more.
unusual is having a horde of half-drunk aliens
who love worms as a delicacy, or for putting in
their drinks, notice the Ee talking to the characters. The drunken aliens will give chase to the
characters, demanding the worm. Of course, the
aliens have their own ship (or ships), too.
.....sTAR
..~=================================:.~c~a~ro~s~i:.X
:!,!/1
-WARS
Carosi XII
The springs are known for their soothing properties and are used to acceierate healing.
The Carosites are the only intelligent species
native to Carosi XIf. There are a few species of
marine life and wildlife, but nothing of any great
note.
Carosi
Type: Terraformed world
Temperature: Cool
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Light
Terrain: Galciers. mountains
Length of Day: 30 standard hours
System Summary
System: Carosus
Star: Carosi (red giant)
Orbital Bodies:
Name
Planet Type
Carosi VI
Carosi VII
Carosi VIII
Carosi IX
Carosi X
Carosi XI
Carosi XII
Moons
searing rock
desolate swamp
jungle
gas giant
gas giant
gas giant
2
6
10
15
cool terrestrial
World Summary
There are very few planets that have openly
supported first the Rebel Alliance and now the
New Republic; Carosi XIf is one of them. Located
far from the Imperial Core, but close to an important free-trader route, the arctic planet is visited
by many who seek healing of the mind or body.
Carosi XII is a safe haven for free-traders and New
Republic agents alike, thanks to a Republic base
established close to the sole Carosite city.
The topography of Carosi XII is made up mostly
of mountains, stretches of open, frigid plains,
and gigantic glaciers. The sole sea, the Avuae,
provides a terrestrial haven for the Carosites.
The only city on the planet, Newlife Point, is
located on the shores of the Avuae.
The planet still has some latent volcanic activity, the most popular manifestation of this being
the hot springs located south of Newlife Point.
The Carosus system has undergone some dramatic changes in the recent past. Three hundred
years ago, the sun, Carosi, an orangestar, reached
the point where it had consumed most of its
hydrogen and began an unusually rapid expansion. Carosite astronomers predicted that the
sun would soon turn into a red giant, devouring
most of the inner planets.
The first five planets in the system were destroyed. Carosi fV, the Carosite home planet, was
swallowed up by the sun. Carosi V, a prime
candidate for colonization, was also destroyed.
Carosi VI, a planet with potential for terraforming,
is now the closest planet to the sun, and COnsequently has had any life-giving potential burned
away. Carosi VII and Vffl have rapidly turned into
stiflingly hot greenhouses only suitable for colonization at some later date, and Carosi fX, X, and
Xf are useless gas giants. Only Carosi XII, once a
frozen ice ball and now improved to merely
System Datafile
Note: Update files to indicate new system status. Carosi is
no longer an orange star, but is now a red giant. Please adjust
star maps and navigational computations accordingly.
Carosus star system, star: Carosi, red giant. Formerly 12
planets in system, has been reduced to seven planets due
to solar expansion. Old numerical reckoning retained;
closest planet to sun is Carosi VI.
Carosi XIf, New Republic planet. Primary function: Medical care and prosthetics. NOTE: ff emergency medicai care
is required, comm Carosi XIf starport on standard broadcast bandwidths. An emergency trauma team will bestanding by.
203
-(C:2a:!::ro~s~i2X2'!.1==================================~'TAR
WAU-
Carosites
The Carosites are a bipedal species, one and
a half meters tall and quite thin, with unusually
long necks. Their faces have long snouts, small
dark eyes, and a fine layer of fur. This fur covers
their bodies as well, and keeps them warm. Their
senses are extremely acute, and their hands are
very nimble and well coordinated.
Carosites have a life expectancy of 120 standard years. The Carosite reproductive cycle is a
very fleeting thing. Carosites can only have young
twice in their lifetime. Each birth produces a
litter of one to six young. This accounts for the
Carosite's intense respect for life, since they
have so few opportunities for renewal. It was this
respect for life that helped the Carosites develop
their amazing medical talents, from which the
entire galaxy now benefits.
The only social unit in Carosite society is the
family, consisting of an adult male, adult female,
young, and any family member that is too old to
take care of itself.
Carosites are a gentle, beneficent species with
a talent for healing and invention. Carosites are
also hopeless optimists.
204
.....sTA..
PF==================================lc~a!::r02s~i~X
2!"
-WARS
Since the ship aids
anyone in need, the Restoration is generally safe
from any attack. Many
pirates and free-traders
would take it upon themselves to hunt down anyone who harmed the Restoration or its crew.
A little known "side
business"
of
the
Carosites is their programming of medical
droids. Technicians on
Carosi can "squeeze" the
maximum performance
out of medical droids.
Increasing a medical
droid's existing programming while on
Carosi XII takes half the
standard number of
credits.
The Carosites also
enjoy teaching medicine, and have set up a
school. Famous doctors,
surgeons, scientists, and
other medical personnel
come to Carosi XII to either study or teach.
\.
-_.
't
."",---
205
-cC~a:!:ro2s~i~X~I!!.I====================================:::;;:;'TAA...
WARS"'""
would like to learn more about
it.
Medical Care
/
l
. :'
Newlife Point
Special Abilities:
Medical Aptitude: Carosites automatically have a first aid
skill of 5D; they may not add additional skill dice to this at
the time of character creation, but this is a "free skill."
Prolectiveness: Carosites are incred i bly protect ive of young,
patients and other helpless beings. They gain +20 to their
206
--STA.tR~====================================:,;cs:a::.r~o~s~i~X~II
-WARS
of these is considered to be the pathetically small
number of bars extant. It appears that the Carosites are not enamored with alcohol and the
eflects it has, both long- and short-term, on the
physiologies of many beings. As a result, establishments that serve liquor are kept to a minimum, and the liquor itself is taxed heavily. In all
fairness, it needs to be mentioned that the revenue generated goes towards the continued improvement 01 medical facilities most likely to be
used by off-worlders.
The other aspect of Newlife Point that fails to
impress visitors is the constant stream of dietary
advice given to restaurant patrons by the waiters,
cooks, doormen, busboys, and passersby. "Eat
right and live right," is the most popular phrase
heard in restaurants. Some visitors to Carosi XII
claim the Carosite doting is worse than the excessive fretting done by some protocol droids.
Hot Springs
Located inside a beautiful crystalline cave are
several huge pools of mineral-laced warmed water. The water is heated by underground volcanic activity.
The mineral content and the high temperature
combine to produce a relaxing and very healthy
bath. Soaking in the hot springs for two hours
allows an injured character to make one extra
natural healing roll per day.
There are always six Carosite attendants on
duty to help visitors. The Hot Springs are connected to Newlife Point by an underground
trans rail system. Some people enjoy taking pleasure boats from Newlife Point to HotSprings. The
springs are located a short two kilometer walk
from the Avuae coast.
Intelligence Personnel
Vehicles
Airspeeders
Landspeeders
Speeder Bikes
X-Wing starfighters
V-Wing starfighters
Shuttles
10
5
2
4
8
8
4
The Avuae
The Avuae is a small sea and the only
aboveground body of water on Carosi XII. The
Avuae is teeming with marine life, which serves
as a source of protein for the Carosites. The
water is extremely cold, but due to its high mineral content, it never freezes over.
Rinacats
Type: Mountain predator
DEXTERITY 3D
PERCEPTION 5D
STRENGTH 3D
Special Abilities:
Claws: STR+ I D damage
Teeth: STR+2D damage
Move: 15
207
-(c~a~r02S~i~X~I!.!.I====================================::;:fTAR...
WARS""""
Hospital
Area
Command
Crew Area
Engine
Section
Scale: Capital
Length: 330 meters
Skill: Capital ship piloting: C Frigate
Crew: 220, skeleton: 140/+10
Maneuverability: ID
Space: 4
Shields: 10
Sensors:
Passive: 3D/DO
Scan: 60/1D
Search: 120/10+2
Focus: 4/3D
Adventure Idea
Rinacat attacks in the vicinity of the New Republic outpost have been occurring more and
more frequently, claiming the lives of a number
of sentries and throwing operations into disarray. Beliefthat it was one sick animal doing all the
killings was dispelled when three rinacats were
seen in the area.
The characters are hired to hunt down the
offending creatures. Once in the mountains, they
discover that an Imperial spy has discovered the
location of the outpost and has trained rinacats
to stage guerilla attacks. Both the spy and his
man-eaters will have to be eliminated to ensure
the security of the base.
Hull: 2D
208
Carosi
-.JTA~R===================~~!22!
-WARS
XII
Adventure Idea
New Republic soldiers being treated on the
Sudden Restoration have begun dying, all from
apparently "natural causes." The characters are
asked to go undercover on the ship and discover
the truth.
Once there, they find to their shock that one of
the Carosite physicians has been blackmailed by
the Empire into acting as their agent. The New
Republic soldiers are not dead, merely comatose
- their coffins, shot off into space, are being
recovered by an Imperial vessel and then the
Republic soldiers are revived for interrogation.
Adventure Idea
The characters are hired by the Republic to
go to Carosi Xli and pick up some medical supplies. The supplies are to be delivered to a star
system that is being blockaded by the Empire.
Once the characters arrive, they find that their
mission has changed somewhat. Not only are
they supposed to deliver the supplies to the
planet in question, but they are also to pick up a
famous surgeon wanted by the Empire, and bring
hIm back to Carosi, without bringing the Empire
along for the ride!
After the characters manage to get by the Imperial blockade and on to the planet, the characters
learn that the surgeon has already been captured
by the Empire, and is on a small, temporary base
that the Empire has set up on the planet's moon. A
Adventure Idea
While in space, the characters receive a distress call from the Sudden Restoration. Apparently, someone does not respect its non-combatant nature and is attacking the vessel
Arriving at the scene, the characters find a
heavily armed Corellian freighter attacking the
huge ship. When the characters arrive, the ship
will break off its attack and flee. The Sudden
Restoration, bound for Carosi XII, will ask that the
characters escort the hospital ship to its system.
~nknown to both vessels, the marauding
freIghter follows the ships to Carosi XII. The
freighter is owned by a half-crazy bounty hunter/
professional killer. An Imperial official that
crossed a crime boss is currently recovering on
209
-cc.:!a~ro~S:!.i~X~"!.:=================================::;~'TAR
WARS""""
several hours later and begins his search for the
official by going to countless public places and
trying to bribe, bully or trick anyone he can find
for information.
The characters may wind up running afoul of
the bounty hunter and his crew. The gamemaster
must decide how successful the bounty hunter is
in finding out the correct location of the target.
It is very possible that the Carosites may wish to
hire the characters to serve as security for the sick
official, a truly ironic twist. If this happens, the
climactic scene is the successful infiltration of
Alphabythe bountyhunter, endinginabattlebetween
the hunter and his gang and the characters.
Adventure Idea
A variation of the previous, idea, a frail, sick old
woman hires the characters to take her to Carosi.
Unknown to them, she is a highly-placed Imperial
official. Still, she bears them no ill will, for she is
dying, and she only wants a less painful place to
210
g'::~~====================================:.,!;E~rgil:e;;s~h~u~i
Ergeshui
Ergeshui
Type: Terrestrial swamp
Temperature: Hot
Atmosphere: Type III (breath mask required)
Hydrosphere: Moist
Gravity: Heavy
Terrain: Swamp
Length of Day: 40 standard hours
Length of Year: 380 local days
Sapient Species: Ergesh (N)
Ergeshui
Population: 800,000
Planet Function: Homeworld, biotech products
Government: Alliance of Ergesh clans and Republic representatives
tiles
Major Imports: Electronics, manufactured goods
System: Agash
Star: Agash (red giant)
Orbital Bodies:
Name
Planet Type
Ergeshul
Moons
terrestrial swamp
World Summary
Ergeshui, the only world in the Agash system,
is a huge planet with high gravity and oppressive
humidity. The rays of the red sun give an eerie
crimson cast to the landscape.
Two moons circle Ergeshui. This makes for
colossal tidal changes, where entire sections of the
two small continents are flooded, then exposed.
Due to these raging tides, there are few permanent
islands exposed on the world's surface
The atmosphere on Ergeshui is composed
mostly of nitrogen and carbon dioxide, and Humans on the planet must use breathing devices.
The planet is known for its plant-based products and by-products, especially fertilizer, alcoholic beverages, and textiles. In addition, the
Ergesh, the dominant species on the planet, specialize in organic machines, most of them "grown"
in the area called the Industrial Swampfields.
System Summary
Ergeshui is the only planet in the Agash system. Ergeshui has two moons, Magresh and
System Datafile
Agash system, star: Agash, red giant star.
One planet only, Ergeshui. Reasonably free
of Imperial influence, strong New Republic
ally. Strong demand for electronics, manufactured goods. Limited service starport
located adjacent to Outworlder City.
TRAVELLER'S ADVISORY: Ergeshui has
a Type III atmosphere. Most species, including Humans, require breathing apparatus
to survive for any length of time on the
planet's surface.
211
WAIU""""
"r~~.===================~rrAIL..
2geshui
<
5
I
they can float. Most off-worlders find it dangerous,
since the tides come roaring in at 60 kilometers per
hour. The roar of the travelling water is deafening.
Any character caught in a tidal wave takes 4D
of damage and must make a Difficult swimming
check each round. Failing the check inflicts an
additional2D of damage to the character, plus a
cumulative -1 penalty to additional swimming
checks. If the character fails three checks in a
row, he has drowned.
The seas of Ergeshui are composed of water,
salt, and other chemicaf compounds. The seas
are not polluted -quite the contrary, The Ergesh
have taken special care to ensure they live in
harmony with their environment.
Ergeshui soil is one of the planet's best-kept
secrets. This soil is so laced with nutrients and
minerals that it can grow and support plant life
from most places in the galaxy. The Ergesh do not
export this soil, as they feel that this would
deplete the planet, and perhaps even pose a
threat to their society.
212
In addition, whenever a character suffers damage from collisions or falling, an extra 2D are
added to the damage.
Note that these rules are not used when characters are in Outworlder City, as it has artificially
moderated standard gravity.
The Ergesh
The average Ergesh stands two meters tall and
resembles a rounded heap of moving plant matter. Their bodies are covered with drooping,
slimy appendages that range from two centimeters to three meters in length, and from one
millimeter to five centimeters in width. Ergesh
coloration is a blend of green, brown, and grey.
The younger Ergesh have more green, the elders
more brown. A strong smell of ammonia and
rotting vegetation follows an Ergesh wherever it
goes. Ergesh have a life expectancy of 200 years.
Due to their physiology, Ergesh can breathe
underwater, though they do prefer "dry" land.
Their thick, wet skin also acts as a strong protective layer against all manner of weapons.
Ergesh communicate using sound-based
speech. Their voices sound like thick mud coming to a rapid boil. In fact, many Ergesh, especially those that deal most with Outworlders,
speak Basic, though it sounds as if the speaker is
talking underwater. Their grasp of Basic is good,
though due to how they perceive and understand the world around them, they often omit
personal pronouns (I, me) and articles (a, the).
~,=:=====================================.!E~r~g!::e~s!lh~ui
Most small words in the Ergesh tongue are represented by vocal inflections.
Ergesh do not have faces in the accepted
sense of the word. A number of the smaller
tentacles are actually opticstalks, the Ergesh
equivalent of eyes, while others are sensitive to
sound waves.
Through the course of the averageErgesh day,
a member of the species may pick up many
potentially harmful microorganisms. In order to
cleanse themselves, they consume kaloob, a
popular refreshment among the Ergesh. Kaloob
causes every gland and organ in an Ergesh body
to produce excess amounts of fluids and secretions, which cleanses the body and refreshes the
drinker. Note that while kaloob can be used by
other species as a detoxifier and antibiotic, it
produces some rather awful side effects.
lf a non-Ergesh drinks kaloob, every gland,
organ, and system begins to function in overdrive. Tears, sweat, and any other bodily secretion begins pouring out of their respective ducts.
After 10 minutes of this, a crippling nausea strikes
the victim for 20 minutes. After these tribulations, all dangerous toxins and chemicals have
been purged from their systems.
Ergesh cannot get intoxicated, drugged, or
poisoned by most substances. Their immune
systems break down such substances quickly,
then the natural secretions carry out the harmful
or waste elements.
Ergesh reproduce byaspecialritual. Two Ergesh
each produce a seed which has their respective
genetic codes. Both seeds are planted together in
a special swamp called the Shoolbloorp, or "Land
ofBeginnings."ln 20 Ergeshui days, ayoung Ergesh
grows up from the ground, self-aware and ready to
join society. Being asexual beings, Ergesh have no
concept of gender. Each Ergesh may produce one
seed every two Ergeshui years.
In terms of personality, Ergesh are boisterous,
curious, and rather naive. They are social beings,
greatly prizing friends and "family." Despite their
fearsome appearance, they are not violent. Unfortunately, Ergesh have yet to become accustomed to all of the diverse species of the galaxy.
To Ergesh, Humans are the "unfathomable alien
species." Still, if a Human makes an effort to get to
know the Ergesh species, he may find that he has
made friends for life. References to gender, figures of speech, and the condition known as "dry"
are lost on the Ergesh.
Ergesh personal names are long affairs, with
many odd bubbling noises included. The Ergesh
tolerate being given nicknames by off-worlders
that they are dealing with.
Once per year, there comes a day when both
moons are aligned in a certain way, with devas-
small plant bud that produces an electrical current. When hurled at a dry opponent, the plant's
current discharges and causes injury (4D damage dispersed by insulated armor). Each bud can
only be used once, and an Ergesh normally carries 24 buds. Ergesh are gentle, intelligent and
curious, especially about the manners and technology of offworlders. In some respects they are
fearless, although much of this stems from their
innocence.
213
~Ei!;r9a!ie~sh~u~i====================================:::;;Zjf;~~
Ergesh Techology
Ergesh machinery is a fusion of plant matter
and manufactured materials. This equipment
cannot be deprived of moisture for more than
one standard hour, or it ceases to function properly. The Ergesh have their own versions of
comlinks, hand computers, and an odd device
known as a sensory intensifer, which serves the
Ergesh in the same way that macrobinoculars
serve Humans.
Ergesh
Attribute Dice: 12D
Attribute Minimum/Maximums:
DEXTERITY 1D/3D+2
KNOWLEDGE 2D/4D+2
MECHANICAL 2D/4D
PERCEPTION 2D+2/4D+2
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special Abilities:
Body Annor: +2D to physical, + ID to energy
Move: 6/10
Size: 1.5-2.1 meters
Ergesh Society
In their dealings with each other, Ergesh are
honest and fair. Theirs is asocietywith no classes,
no discrimination, no wants. There is no crime
among the Ergesh. Property is a communal thing,
to be shared each according to his own need.
This utopian situation quickly breaks down
when off-worlders are placed into the equation.
Ergesh are often taken advantage of by unscrupulous off-worlders, but fortunately, there are
usually New Republic agents around to undo the
damage, or more travelled Ergesh able to come
to the aid of their naive kinfolk.
Ergesh do not use money, but instead rely on
a barter system. The only place credits are used
(or even accepted) is Outworlder City.
214
The Starjumper is an organic vessel, resembling a huge brown cylinder 30 meters wide, with
long green tentacles trailing from the hull. The
Starjumpers are biologically-engineered creatures, not life-forms native to Ergeshui. The tentacles act as navigational, fire control, and communications appendages for the ship-creature.
This versatile vessel is able to make planetary
landings.
All Starjumpers are sentient, thinking creatures whose huge bulks can survive the harsh
rigors of space. In fact, the Ergesh and the
Starjumpers share a symbiotic relationship. The
ship derives sustenance from the Ergesh's bodies, and the Ergesh get to where they are going.
Most Starjumpers have unique personalities, and
are treated by the Ergesh as trusted friends or
clan members.
Starjumpers have the abilityto self-repair battle
damage. Consider the ship to be a character, and
allow it natural healing rolls, except that it may
only perform this action (and no other) once
every three hours.
The interior of aStarjumperis covered in a layer
of muck. The Ergesh control the ship by touching
their tentacles to certain areas of the ship, which
causes particular systems to activate.
Ships cannot reproduce. Instead, they are
"grown" in the tidal flats. It takes six months to
"grow" a Starjumper.
Starjumpers are useful for exploration and
trade, but are too fragile to be used as blockaderunners or fighting ships. Unfortunately, the ships
are useless to Humans and their associated species as only an Ergesh can manipulate the controls.
In addition, the Starjumpers have a nasty tendency to be quite argumentative. They dislike
combat, and even show a marked reluctance to
visit certain planets where they have had bad
experiences.
Starjumper
Craft: Ergesh Starjumper
~?U~"~==================================:.!E!:lrg~e;;s:!:h~Uj
ERGESHUI DIAGRAM
Passengers: 30
Cargo Capacity: 400 metric tons
Consumablcs: 6 months
Hyperdrlve Multiplier: x6
Hyperdrlve Backup: x22
Nav Computer: Yes
Maneuverability: 10
Space: 2
Atmosphere: 225: 650 krnh
Hull: 3D
Shields: 2D
Sensors:
Passive: 30/10
Scan: 40/20
Search: 50/20+2
Focfls: 4/30
Weapons:
Electrical Beam
Fire Arc: Front
Crew: 5
Skill: Stars hlp gunnery
Fire Control: 20+2
Damage:5D
Erglush
The capital city of Ergeshui is Erglush, located
on the continent of Ersheg.ln fact, Erglush is one
of the few cities on the planet.
forms. No doors are needed because the buildings know who they belong to. Each Ergesh has a
specific tentacle/stalk configuration unique in
the same way as human fingerprints, and Ergesh
buildings can tell members of the species apart.
Ergesh buildings have ramps instead of stairsindeed, stairs are unheard of, and there is no
such word in the native language.
Ofl-worlders are permitted to visit Erglush,
but the vast majority prefer Outworlder City,
which is connected to Erglush by the Living
Monorail.
Erglush is also home to the Industrial
Swampfields, located on the outskirts where the
tidal flats begin. These huge fields are used to
grow the organic machines that power Ergesh
society. One entire section is devoted to the
growing of Starjumper organic spaceships. The
Industrial Swampfields produce products around
the clock, and are constantly manned by over
2,000 Ergesh workers and farmers.
215
~E!:rgil:e;;S~hl.!U!!i==================================:::;~'TAA...
WAIU""""
Outworlder City
This area is also called Dry Ground, Safe At
Last, Sanity, and, in the Ergesh tongue, Oorlglush.
Outworlder City is protected by a transparent
dome, and climate-controlled to maintain a comfortable humidity level and a constant temperature of 20 degrees Centigrade.
The city was constructed 30 years ago to take
care of off-worlders who visit Ergeshui and cannot tolerate the climate and the land. Outworlder
City is built on huge metal supports that raise it
above the soggy terrain.
The starport, such as it is, is located just
outside the dome, where a mechanical monorail
216
~~~"~====================================:..,!;E!:rg~e~s~h~u~i
Several galactic corporations have offices in
the City, especially those that aspire to purchase
harvesting rights to some of Ergeshui's flora.
Unfortunately, not all of these companies have
the best interests of the Ergesh in mind.
Creatures of Ergeshui
Muckworms (Garool)
Muckworms are the deadly enemies of Ergesh
as they are one of the few creatures on the planet
that pose a threat to the aliens. They are vicious
predators that hunt in groups of three to eight
creatures; they are home in water and on land.
Once they have successfully bitten a target, they
will drain fluids from the target, causing an additional 2D damage every round they do so.
Muckworms
Type: Carnivorous worms
DEXTERITY 3D
PERCEPTION 2D
STRENGTH 6D
Special Abilities:
Bite: Only causes 41) damage, but causes 2D damage every
additional round by draining fluids. After a muckworm
has clamped onto a victim, the victim must make a suc-
Nemats
Nemats are flying insects known for the shrill
nature of their buzz and their agonizingly painful
sting. They generally prey on small swamp creatures, but swarms of up to 100 insects have been
known to attack Ergesh and aliens.
Nemat
Type: Insects
DEXTERITY 6D
PERCEPTION ID
STRENGTH ID
Special Abilities:
Bite: STR+ID damage
Move: 9 (flying)
Size: 25 centimeters long, 50 centimeter wingspan
Scale: Creature
PERCEPTION 2D
Sneak 50
STRENGTH 6D
Special Abilities:
Adventure Idea
Imperial agents have been smuggled into the
swamps of Ergesh, with orders to carry out a
deadly research project: an effort to breed a
larger, more vicious version of the nemat. It is
217
E~rg~e;:s2hl!u~i.:==================================~ITAR
;;;E
WAIU""""
Adventure Idea
A team of mercenaries has recently arrived on
Ergesh. Their plan: steal the secrets of the
Starjumper, along with a few Ergesh, and deliver
the vessel to a wealthy "collector" who wants to
add the ship as an oddity in his private holdings.
It is up to the characters to stop the mercs
before they succeed in escaping off-planet with
their captives.
Adventure Idea
Large portions of the population of Erglush
are being ravaged by a mysterious disease that
causes their bodies to dehydrate, inevitably bringing death. Ergesh scientists have discovered that
the only possible cure lies in the genetic structure of the muckworm, necessitating the characters' travelling into the swamp to capture some
of the creatures.
Unfortunately, not everyone wants them to be
successful. A traitorous Ergush, in the employ of
the Imperials, pursues them, sabotaging their
equipment and attempting to leave them at the
mercy of the swamp.
Adventure Idea
The New Republic embassy tracked something that crashed on the continent of Ersheg,
but they are not sure what it was. Due to its
trajectory, they do not believe it was a natural
218
~~~"~====================================:!E~r~g~e~sh~ui
Adventure Idea
Adventure Idea
Adventure Idea
An Imperial sympathizer was discovered in
Outworlder City and has escaped. He stole a
landspeeder and roared off to the north. The
characters are hired by the New Republic to
bring him back. They are provided with a
landspeeder.
The sympathizer is following the Living Monorail trail north to the city of Erglush. Since he is a
recent arrival on the planet, he is unaware of
what the capital city holds. Once he arrives at
Erglush, he will realize his mistake and continue
north, unaware that he is riding on a tidal flat that
will soon be flooded.
Among suggested hazards/encounters for the
characters are: swamp skimmers, Ergesh parties
out for a stroll, and tidal shifts. As an extra
wrinkle, the sympathizer could have friends lurking in the tidal flats with a light freighter. He is
supposed to rendezvous with them so that they
may get him off the planet.
219
FF:tY02.d~02.S~===================================;:5TAA...
WARS""""
Fyodos
Fyodos
Gravity: Standard
Terrain: Forest, grasslands, mountains
Length of Day: 20 standard hours
Length of Year. 360 local days
Sapient Species: Humans, Galidyns (N)
Starport: Landing field
Population: 200,000
Planet Function: Homeworld
Government: Tribal
Tech Level: Feudal
Major Exports: None
Major Impol1s: None
System Summary
System: Tatrang
desolate mountainous
gas giant
gas giant
Tatrang VIII
asteroid belt
Moons
o
o
3
3
2
23
11
World Summary
Fyodos is a world of faded glory, a retrograde
culture that has toppled from the apex of high
technology into the dark abyss of barbarism and
technophobia. The people of Fyodos are a proud,
strong people, adhering to a strict warrior code
and tribal customs.
The Fyodoi hatred of technology stems from a
devastating war called the "Great Cleansing."
Their great cities lie in ruins, many with technological artifacts hidden within them, but such
areas are strictly taboo.
Fyodos has three moons, Lifemoon,
Deathmoon and Warmoon. The latter is home to
an old, abandoned pre-Cleansing base.
The planet and its system were mapped by the
Empire, but the planet was judged to be too
troublesome for purposes of base construction.
Fyodos' location has no strategic value, nor is it
220
System Datafile
Tatrang system, star: Tatrang, red star.
One terrestrial planet, Fyodos. Imperial
astrocatalog designation Tatrang IV. Lowtech retrograde-Human population, no
known strategic resources. Mapping and
exploration of planet incomplete. No known
Imperial installations to date. No known
political inclination.
~,=~;::====================================:.F~yt::0~d~OS
Fyodos
The planet Fyodos has three major continents,
Roh, Kaled and Othlos, along with several scattered islands. Only Roh contains any remnant of
the humanoid race known as the FyodoL
Kaled and Othlos are overgrown into huge
wildernesses, dominated byvast forests. Forests
are also a frequent feature on Roh, but the presence of the Fyodoi has cre,ated a demand for
wood for houses, fuel and such, leading to the
clearing of more and more land.
Average temperature on Fydos is 20 degrees
Centigrade in the daytime and five degrees at
Faded Glory
Centuries ago, the planet Fyodos was home to
a technologically advanced culture. The Fyodoi
had a thriving space program, having explored
their own moons and their nearest neighboring
world, Tatrang V.
The three continents of Fyodos were each
populated by a race of Humans of similar technological level but widely disparate philosophical
beliefs. Though they sometimes cooperated, relationships between the various groups could
best be described as strained.
Tensions eventually reached such a point that
war broke out between the three lands. The battles
escalated until weapons of mass destruction were
brought to bear - so thorough was the devastation that the war came to be known as the "Great
Cleansing." The cities and entire populations of
KaIed and Othlos were wiped out and the third
continent, Roh, suffered 90 percent casualties. Its
cities, too, suffered grievous damage,
Survivors made a point of avoiding the ruined
cities, fearful that they might somehow still harbor enemies capable of strikes. Instead, the refugees wadered off and began living on what little
uncontaminated land remained.
221
FF::r:Y~O~d~O~S~====================================::;:
WARS""""
STAR...
Years turned to decades, and then to centuries. The people regressed, coming to shun technology, which was seen as the cause of the Cleansing. It became taboo to approach or touch any
form of technology more complex than that produced during the planet's medieval period.
The Fyodoi now dwell in stone and thatch
huts, their society built around a tribal structure.
Nature has slowly restored the other two continents to habitable status, and they are now populated by dozens of species of wildlife. The remaining Fyodoi have no interest in travelling
across the sea, and in fact the overwhelming
majority of the people are unaware that other
continents even exist.
Each tribe is led by a chief, with the largest
extant group being the Roh. Once per season, the
tribal leaders gather together for a sacred ritual
called the "summat." The chiefs gather in the
middle of a circle of straw huts constructed
especially for the ritual. All of the chiefs then
begin yelling at each other, spouting gibberish,
and continue this for four hours. At the end of
that time, the chiefs rise up and set all but one of
the huts aflame.
What the chiefs are doing is reenacting the
prelude to the "Great Cleansing" and a symbolic
version of the war itself. After this is done, the
chiefs have a great feast, and talk about tribal
concerns.
Every tribe also has a shaman. The title of
shaman is hereditary. Each shaman teaches his
son the secrets of the tribe. The greatest tribal
secret is the fact that each tribe settled around a
pre-Cleansing supply dump. As the people fled
the great cities, they found refuge in shelters that
contained food, equipment and weaponry. The
only supplies now left are hundreds of thousands
of rounds of slugthrower ammunition. Slugthrowing weapons are the only pieces of advanced equipment the Fyodoi are allowed to
carry by tribai law, a special dispensation made
so that the tribes could defend themselves from
predators (in essence, the shamans are ammunition supply officers).
Once every six months, the shaman of the Roh
tribe makes a solitary pilgrimage to the stillfunctionIng Tharak military installation. There
he utters incantations and presses certain buttons and levers in a sequence handed down
through the generations. What the shaman is
actually doing is resetting a pre-Cleansing "doomsday weapon" with a six-month time cycle. Were
the countdown allowed to reach zero, the thricedaily energy pulse sent to Deathmoon would be
cut oil, triggering the launching sequence for
literally hundreds of atomic missiles, which would
impact around the planet, almost certainly completely poisoning the world.
Visitors to Fyodos are most likely to encoun-
222
Difficulty
Very Easy
Easy
Moderate
Difficult
Very Difficult
Asteroid Size
Tiny
Small
Medium
Large
Very Large
Shipwreck*
Damage
10
2D
3D
4D
7D
8D
~ti~R~==================================:.~FY~02:d~O~S
permitted for tribe members to fight amongstthemselves given sufficient provocation, war with other
tribes is expressly forbidden.
Landing Point
The remains of a starport, with nothing more
than a single runway extant, lies 14 kilometers
north of the Roh village. An underground transponder still broadcasts a signal intermittently.
Any ship which approaches the planet will pick
up the signal, which is a variant of the accepted
landing field signal. Anyvessel's navsystems can
be used to determine the source of the signal.
The landing point is always patrolled by 2D
Fyodoi, who are unaware of its significance, but
post guards as one of many timeless traditional
ceremonies.
Fyodoi CustomsfTrade
Fyodoi areexpert hunters and blacksmiths. They
are usually clad in armor made of hides and tanned
leather and they carry spears, bows and arrows,
daggers, swords and slugthrower pistols.
The various tribes enjoy trading with each
other. Any off-worlders who arrive (courtesy of
the landing point) will find the Fyodoi to be
enthusiastic traders. They particularly covet intoxicants and will always be willing to trade for
such substances. Trades involving weapons or
ammunition must be conducted with the shaman. While the average Fyodoi understands how
to load, aim and fire a slugthrower, they all
believe that the shaman makes the "magic metal
The Star Wars Planets Collection
223
FF~y~o~d!l;o~s.:====================================:::;~
WARS""""
STAR
Fyodoi written language can be considered
obscure for purposes of comprehension.
The Tharaklnstallation
The Tharak installation once served as an
orbital control site, monitoring and routing space
traffic. Hidden inside a mountain, most of the
installation's lightpanels, environmental controls
and other machinery still functions. The signal
beacon is located at the mountain's peak. Unauthorized intrusion into the installation triggers a
silent alarm and a signal relayed to a device
carried by the shaman. The shaman will bring the
chief and 20 men with him to investigate, as the
alarm means that a great taboo has been broken.
There are any number of tools and spare parts
here which can be salvaged for use by the charac-
224
~~~"~================================::.!F~Y:::O~d~O~S
FYODOS DIAGRAM
t
Landing
Ruh Village
)I
Tharak
Installation
1?1~ 'n~~~
[3
a ~(f
IJ>l!J crt <$> ~-
~'
Deathmoon Base
This small base on Deathmoon was built to
accomodate 24 soldiers. Besides communications dishes, sensor arrays and telescopes, the
base contains enough equipment to make the
base the equivalent of a limited services starport.
Of course, the base is abandoned, but in excellent shape, since there are no natural forces to
produce wear and tear. The base is still functional, and all energy and environmental controls are in working order. There is even fuel still
in storage.
Characters must make a Difficult security roll
to be able to enter the base's lower levels. Once
in these levels, they may learn of the missiles in
the base.
Accessing the base computer gives an account of the staff's indecision regarding whether
or not to return to Fyodos during the crisis, stay
put on the base, or even strike out for other
planets. During the Cleansing, they received orders to launch the missiles, but in light of the
overwhelming carnage they had witnessed,
couldn't bring themselves to launch the attack.
The Galidyn
Galidyn are huge, scaly lizards with small prehensile forepaws. Though most Galidyn are about
five meters long with a lO-meter wingspan, some
specimens grow to only two meters in length,
with a four-meter wingspan. Possessed of keen
intellects and great curiosity, Galidyns prize ideas
and discussion above all else, though every once
in a while they "go native" and prey on some of
Fyodos' wandering herd animals.
225
FF:t::t:0~dO~S,:====================================:::;:;'TAA-.
WAUAs a rule, the average Galidyn would rather
launch into an analysis of Fyodoi combat tactics
than actually fight them. However, their keen
intelligence and impressive vocabulary should
not be considered a sign of physical weakness.
When angered, a Galidyn makes for a formidable
foe.
These lizard creatures have a lifespan of thousands of years, and many remember the "Great
226
~t;~"i=============================-~FY~O~d~OS
whO teaches history,
hunting, mathematics,
language, aerodynam-
Galidyn
_Galidyn
Attribute Dice: 16D
Attribute Minimum/
Maximums:
DEXTERTIY 2DjSD
KNOWLEDGE 2Dj4D+2
MECHANICAL IDj3D
PERCEPTION 3DjSD
STRENGTH 3Dj6D+2
TECHNICAL IDj4D
Special Skills:
Strength skills:
Flight. Time to use: one
round. This is the skill Galidyns use to fly. They begin with
a flying speed of 35 and may improve their flying speed as
described on page 15 of Star Wars: The Roleplaying Game,
Second Edition.
Special AbIlIties:
Armor: + 1D energy and physical
Fangs: Do STR+2D damage
Story Factors:
Mistaken Identity:The Humans on Fyodos thinktheGalidyns
are treacherous monsters.
Move: 12j15 (walking), 35/45 (flying)
Size: Up to 5 meters long
Galidyn Society
The average Galidyn community is comprised
of a few hundred beings. The communities are
located at least one kilometer below the planet's
surface, and consist of caverns filled with
lightpanels, electronic gear, security alarm systems, environmental control systems, geothermal
227
-FF~Y20~d20~5===================================:;:;STAA
WARS""""
of the great creatures will not consent to leave
their planet. Instead, they will vigorously defend
the planet from any Imperial incursions, as well
as aid the Republic in setting up a base on one of
the abandoned continents. (Some Galidyn may
be persuaded to venture out into space, providing they are promised intellectual stimulation
and problem-solving.)
Bear In mind that the Galidyn are the truly
civilized species on the planet. They can boast of
scientists, physicians, philosophers, technicians
and the like.
The Galidyn will be absolutely delighted to see
manifestations of the Force. Their scientists and
philosophers have debated the existence of an
"all-encompassing energy field in all things," but
have not been able to either prove or disprove its
existence.
Lesynn
Lesynn are small avians noted for their gorgeous golden plumage and delicious meat. They
nest in the forests of Fyodos, feeding on insects
and vegetation. Their song is said to be a cry for
peace, one that went unheeded during the "Great
Cleansing." Now they sing everywhere they go to
remind the Fyodoi of the beauty that can be
destroyed by war.
Most Fyodoi value lesynn for their taste and
use the feathers for ornamentation. However, a
small sect who have turned away from their
shaman now worship the birds, believing them
to be messengers from the gods. They fiercely
protect the nests in their territory, even going so
far as killing their fellow Fyodoi to keep them
from harming the lesynn.
The birds themselves are harmless and peaceful provided their nests and eggs are left alone.
They choose mates for life and females lay two to
three eggs a year. Lesynn feathers can
occassionally be found in other systems adorning expensive clothing produced by smalltraders.
Lesynn
Type: Small avian
DEXTERITY 4D
PERCEPTION 10
STRENGTH 10+1
Special Abilities:
Beak: Does STR+ID damage
Move: 29 (flying)
Size: 33 centimeters long, 66 centimeter wingspan
Scale: Character
Adventure Idea
The characters are informed by New Republic
officials that the Tharak installation may contain
key information. It is believed that the Empire
228
Adventure Idea
The Fyodoi group which worships the lesynn
have spotted one of the objects of their adoration
flying with a Galidyn. Far from losing faith in the
avians, they are instead convinced that the demons were attempting to tempt the lesynn.
There can obviously be only one response to
this: the Galidyn must be exterminated, once and
for all. They lesynn-worshippers are currently
trying to convince the rest of the Fyodoi to join
them in a "holy war" against the lizards. If they
are successful, Fyodos could be the site of yet
another bloody conflict. The characters must
find a way to defuse this situation before hostilities erupt.
Adventure Idea
Afree-trader who landed by accident on Fyodos
has been imprisoned for attempting to sell a
blaster pistol to a native and plans are moving
ahead for his execution. What makes the situation even more dire is that the man carries information of value to the New Republic.
The characters must find a way to extricate
the free-trader from this situation, either by negotiating or breaking him out of the crude Fyodoi
prison.
Adventure Idea
The Imperial scouting report (see the sidebar
above) winds up in New Republic hands, and the
characters are sent to investigate Fyodos, particularly these rumors of talking lizards. The
mission has the feel of a diplomatic venture.
A possible variation on this theme could be
that the characters themselves find the report,
perhaps with a drunken scout, trader, or even a
pirate. This would be especially useful if the
characters are not actively involved with the
New Republic.
Adventure Idea
While just passing by this system, the characters' ship picks up the planetside blip, which
resembles a landing transponder code. The curiosity factor present is that the ship's nav com-
~~~I!~================================::";F~Y~O~d~O~S
puter has a planet listing of "low-tech retrograde
civilization" for Fyodos.
Adventure Idea
Fyodos can be a great place to have the characters' ship break down, or have some ship that
is being pursued by the characters go down here.
In either case, a forced landing on the Tharak
continent could prove interesting. The landing
pad transponder will be one of the primary signals picked up by the stricken ship, and may fool
the characters into thinking that there is an
advanced civilization on this planet.
Adventure Idea
A seemingly addled eccentric scientist wishes
to hire the characters to take him to Fyodos. He
is a scholar of dead civilizations. Unknown to the
characters, he is also an Imperial lackey and
carries a long-range homing device. If he finds
anything of great importance, he will call in Imperial help. (Apparently, the Empire was not so
quick to dismiss their initial scout's report.)
Adventure Idea
Once on the planet, the characters, if befriended by the Fyodoi, could be told exaggerated stories about the great flying lizards and
their alleged atrocities against the FyodoL The
Adventure Idea
This adventure should be used if the characters befriend a Fyodoi chief. The party incurs the
jealousy of the shaman. Since he recognizes technology, he attempts to trick the party into revealing their items. Such attempts may include herding wild animals in the characters' direction, or
having someone feign illness and see if the characters use modern medicine. If the characters
reveal technological items, the items will be destroyed and the characters seized and forced to
undergo trial by combat.
Adventure Idea
The Galidyn, who know of the presence of
"something big and disturbing" under the
Deathmoon base, alert the characters to some
eventual danger to the planet. There should be a
tough time in getting down the crevasse where
the missiles are located, most likely with the use
of climbing skill. Disarming the missile system
requires a Very Difficult demolitions skill roll.
229
'TAR...
(G~a:!lc;!e:!:r~ja!!nl.:====================================~
WAU-
Gacerian
Gacerian
Type: Desert Planet
Temperature: Hot
System Summary
Population: 27 million
Planet Function: Trade, homeworld
Government: Imperial government
1
2
8
World Summary
Gacerian is a hot desert world of stark beauty.
It has very little in the way of remarkable geological features, but the few it does possess are
rather unique.
The planet is a frequent rest stop for traders and
travellers. What the vast majority of travellers are
unaware of is the existence of an Imperial base on
one of Gacerian's moons. The planet is run by an
Imperial governor, since the Gacerites have dem-
System Datafile
Gacerian system, star: Klozar, orange star. Six planets in
system; one terrestrial planet, Gacerian, fourth from the sun.
High-tech, near-Human civilization. Music and leisure are
largest planetary industries. High demand for luxury goods
and foodstuffs. Possible Imperial presence in system.
Please take some time to learn the social customs of
Gacerian during your stay. It will show your good manners.
230
A Planet of Sand
Gacerian is a hot desert planet with two main
continents, Elto and An-Elto, plus a small archipelago. Most of the citizenry live in the capitai
city of Harmonia (the name is a translation from
the Gacerian language; in fact, Harmonia is the
only city on the planet).
~A,.R~====================================~G~a~c~e;!;r~ia~n
_AU
Gacerites
Gacerites average 2.5 meters in height, and are
thin humanoids with spindly limbs. They are
completely hairless. Gacerite eyes are tiny, in
order to protect their optic nerves from their
sun's glare. Their ears, however, are huge and
exceptionally keen.
The most unusual physiological feature of the
Gacerites is their respiratory system. In addition
to haVing a highly eflicient pair of lungs (the
better to breathe the thin air of Gacerian with),
Gacerites have a second set of air-intake holes,
located on their necks, right below the jaw. These
breathing holes are attached to a third lung.
Gacerites make music with these "gills," which
means that they can breathe normally and sing
without haVing to pause for breath.
231
'TAR...
-(;G~a!.!c~e~n~a!!:n!.:====================================:;:;
WAIU""""
Gacerite manners are excruciatingly precise
and their social rites are complex and feature
long-winded orations. There is a certain etiquette
to everything, and each occasion has its own
rules and regulations regarding what constitutes
standard behavior. Though the Gacerites make it
a point to learn the customs and etiquette of
other races, this is usually reserved for their
dealings oll-planet. When on Gacerian, the
Gacerites expect visitors who have been exposed
to their society to at least make the attempt to
conform to their mannerisms.
Gacerites
Attribute Dice: 12D
Altribute MinimumjMaximums:
OEXTERTIY 10/30+2
KNOWLEDGE 20/40
MECHANICAL 10/30+2
PERCEPTION 20/40+2
STRENGTH 10/20+2
TECHNICAL 10/40
Special Abilities:
Skill Bonus: All Gacerites receive a free bonus of .10 to
alien species. bureaucracy, cultures and languages.
Move: 7/9
Size: 1.&-2.5 meters tall
Gacerite Society
The Gacerites have a classless society which
revolves around music and manners. Social customs are tightly regulated and enforced. Politeness
Gacerite
-~;:~':~~
~
:
:
"
"
.
r
--~_..-../-")-
f.".:::--.-_ ...
Harmonia
,.._..... __ .....
232
~r
_AU
Gacerian
....srA!'!:P====================~~~
Gacerite Weapons
The followin~ is ~ list of Gaceriteweapons. Weapons with a parenthetical entry under Damage
can be used to mfllct stun damage, requIrIng a SImple change of a setting.
Weapon
Sound Pistol
Sound Rille
Sonic
Grenade
Where
3F
3R
Cost
800
1400
Damage
5D+ 1 (4D)
6D+ 1 (5D)
Ranges
3-5/15/25
3-20/50/100
3X
300
6D/4D/2D
3-5/10/20
Character PoinlS: 9
Move: 10
233
FTA....
-c.:G~a~c~e:!::ri~a~n!.:====================================:;:
WARS""""
1'''''''''''''''''''''''''''''''''''''''''''''''''''''
Airshuttle
landing
Worker
Barracks
reid
Moto~pool
IIIIIP~
Stormtrooper
Barracks
""""IL ------'I''''''''''''''''''''''''"'''''''''''''''''''''F~'~~'~'''''''''''''''''''''''''''''''''"""""""'"
Gate
DEXTERITY 4D
PERCEPTION 3D
STRENGTH4D
Special Abilities:
Howl: 60 stun damage, 10 meter radius
Claws: STR+l damage
Teeth: STR+ 10 damage
Move: 14
234
Mears
Type: Grazing herbivores
DEXTERITY 3D
Missile weapons 40+ 1
PERCEPTION ID
STRENGTH 3D
Climbing/jumping 40
Special Abilities:
Quilled Horns: STR+20, ranges 3-10/15/20
Hooves: STR+ 1D
Move: 9
Size: 2.5 meters long, 2 meters tall at the shoulder
Scale: Creature
-STARRr=====================================-~G~a~C~e~ri~a~n
-WARS
The Tempay Imperial Base
The Gacerite moon of Tempay is host to an
Imperial scout base. Constructed several months
ago, the base is not yet common knowledge.
Tempay always shows the same side to
Gacerian, so the base is located on the north
pole, at the terminus point between light and
darkness. This way, base personnel can keep
tabs on both the planet and on space beyond the
system.
The base is commanded by Captain Engar Ret,
an Imperial Navy officer who is at odds with
Governor Gostech. Captain Ret covets the
governor's position, and is always alert for any
signs of weakness in order to report it to the
Empire. Actually, the way Ret has planned it, he
will win either way. Either Gostech will not be
hard enough on the Gacerites, in which case the
governor will be replaced, or Gostech will be too
harsh, causing an uprising, which Ret will be
there to quell. After ending a rebellion, Ret would
file a report indicating that Gostech cannot even
control his own population of supposedly loyal
Imperial citizens.
The base's complement consists of:
40 Stormtroopers
32 TIE Pilots
32 Ground Crew Technicians
12 Controllers
12 Sensor Technicians
24 GunnersfWeapons Technicians
20 Imperial Intelligence Officers
Adventure Idea
ANew Republic Senator has vanished en route
to a conference. The last transmission from his
vessel put it in the vicinity of the Gacerian system. From all indications, it appeared that the
trip was proceeding normally. The characters
are sent to Gacerian to look into the disappearance and hopefully rescue her.
The Senator, named Ala Comin, is being held
under house arrest in the Imperial Governor's
crystal tower. Two days alter the characters land,
she will be transferred to a freighter and brought to
the moon base for further interrogation.
Adventure Idea
A variant of the previous idea. Several prominent figures in New Republic politics and industry
have disappeared in recent weeks. They were last
seen at Harmonia's poshest hotel.
What has happened is that these important
guests have been kidnapped from their rooms and
sent to the moon base. To add to the drama, a Star
235
STAR-.
-(G::a!lc~e~r~ia~n:!.:====================================:;:
WARS""""
,.'
-~-.:-...
Adventure Idea
(fhis is a good one for greedy players.) While
drinking in a cantina on some planet, the characters hear a grizzled prospector talking about a
place where "you can just walk around and pickthe
gems off the dirt!" The coordinates he gives are for
Gacerian.
236
.....sTAIiR~===================================-~K~o~rb~in
-WARS
I{orbin
that the Empire sees no point in going in and
cleaning the place up.
Planetary government is non-existent. Chaos
and anarchy reign. Korbin has never professed
loyalty to either the Empire or the New Republic,
and the Battle of Endor changed nothing as far as
the planet's occupants were concerned.
I(orbin
Type: Temperate plains
Temperature: Hot
Atmosphere: Type I (breathable)
Hydrosphere: Dry
Gravity: Standard
System Summary
Starport: I standard
Population: 1 million
Planet Function: Criminal haven
Government: Vying criminal factions
System: Atrig
Tollero
Amrap
Torvik
Korbin
GrUJis
Abatrarg
Lynaria
Altrax
Planet Type
Moons
searing rock
searing rock
desert
swamp
terrestrial
o
o
I
asteroid belt
gas giant
frozen rock
frozen rock
18
o
I
World Summary
Korbin is an excruciatingly hot planet with
very iittle to o'1fer. Formerly a successful mining
colony, the veins of ore have long been played
out. What remains barely keeps the planet's
economy going. The planet's secondary industry
is the growing of a certain fruit that is used to
make a potent alcohoiic beverage, but its primary money-maker is a thrIving black market.
The planet has no surface oceans. Water is
found in small quantities in underground pools
and reservoirs. The terrain is mostly flat scrub
plains, with a few small mountain ranges and
valleys to break up the monotony.
Korbin is the last stop for many in the galaA")'
whose fortunes and scruples have dwindled to
nothing. The Korbin system is located far enough
away from normal Imperial routes and patrols
System Datafile
Atrig system, star: Atrig, large orange sun. Nine planet
system. Main terrestrial planet Korbin, principal industry,
mining. Black markets in weaponry, ships, and other
equipment exist on the planet.
TRAVELLER'S ADVISORY: The Atrig system is not under any political jurisdiction. Anarchy reigns on Korbin.
Proceed at your own risk!
237
-KK:l;o:!:rb!?i!!:n!.:==================================::;~rrAA...
WAIU""""
Redeye
Korbin's sole moon, Redilos was long ago
christened "Redeye" by the planet's occupants.
The huge moon hangs close to the planet - if
Korbin had oceans, the tides would be horrific.
Redeye is an intimidating sight, a huge bloodred disk, pock-marked with craters and ridges.
Redeye is barren, and has no resources to speako!.
A World to Beware
The planet Korbin played host to a thriving
mining industry for centuries under the Old Republic. Though the population was never very
big, it was a productive, industrious place.
But long before the fall of the Republic, Korbin's
238
-STAIlP~===================================!K~O~r~b~in
_APi
,>
Korbin Society
Korbin has only one law: "The one with the
biggest blaster makes the rules." Despite this
edict, there is a "rough justice;" often, a gang of
Korbinites will gang up on someone they feel has
done a little too much rule-making. Therefore,
survival on this world requires knowing when to
be aggressive and when to hold back. Many
Korbinites die trying to learn this lesson.
Truly there is no Korbin law. Everyone does
whatever they please, though even some of the
worst dregs know that running around and destroying everything is a sure way to get one's
throat slit. But there is no weapon, no pastime, no
substance, no thought or idea, that is considered
illegal. In some ways, Korbin can be said to have
a perfectly integrated society with no bias whatsoever. Everyone distrusts and dislikes everyone else.
Pleasant City
All of the cities of Korbin were deliberately
given cheery names as a cruel joke. Pleasant City
is the largest urban area and home to the Korbin
Starport. There are no customs inspections at
the starport.
In addition, the Pleasant City starport has no
truly qualified mechanics. Characters can rent a
berth for their vessel and conduct their own
repairs. Naturally, Pleasant City will not be held
responsible for any break-ins or vandalism done
to the ship while it is berthed.
The buildings of Pleasant City are a
tumbledown collection of prefabricated houses
and old stone structures. Many of the buildings
show signs of efforts at repair having been made,
but such renovations are haff-completed, as if
the laborers simply lost interest.
The air is hot and dusty, and smells of garbage,
4
5
6--7
8-9
10-11
12-15
16
17
18
Encounter
Characters witness a blaster fight between
lD+ I city dwellers.
Characters witness a brawl with melee
weapons, between 2D city dwellers.
Characters witness a small conflict with
heavy weaponry between 3D city dwellers.
I D of natives amble up to the characters
and offer to sell them services of some
kind (gamemaster's choice).
2D natives are doing some gambling on the
street. Characters may feel free to join in.
A native comes up to the characters and
offers to sell them something (gamemaster's choice).
A group of 2D natives allempts to mug the
characters.
A madman rushes up to the party and
claims to be someone important (e.g. a
New Republic spy, Imperial official, Jedi
Knight).
Someone from an upstairs apartment
dumps garbage on the characters.
A big, ugly, drunk, well-armed alien mistakes one of the characters for its worst
enemy. (Gamemaster option: Alien mistakes character for its girlfriend.)
239
..~K~o~r~b~in:!.:=====================================:W'TAA...
WARS""""
they mix freely. For every 10 minutes in which
the characters are
walking the streets of
Pleasant City, roll 3D
and consult the "Pleasant City Encounter
Chart"
/
/
Korbin Careers
There are a number
of occupations available to the aspiring'
Korbinite. The following list covers some of
them, and is useful for
gamemasters to consult when trying to create encounters.
240
~'"
\~ ~
Gangs- Organized groups of criminals, each
gang led by a crime boss. Many gangs have
rivalries. This is by far the most well-represented
occupation on the planet, since most gangs also
dabble in the black market. Gangs also account
for most of the robberies and protection rackets
operating on Korbin.
Black Marketeers - Sellers of both legal and
illegal goods abound on Korbin. Most do their
.....sTAIliP~=====================================:.K~o~rb~i~n
-WARS
241
J<K~o::;:rb~i!!:n!.:===================================~'TAR...
WAULocated a mere 10 kilometers northeast of
Pleasant City, Drelmar Bin's kyrfplantation is the
closest thing to class on Korbin. The 900 square
kilometer plantation is a forest of green trees, ail
of them bearing the oval-shaped, metallic golden
kyrf fruit - the fruit thrives in dry or arid conditions. The plantation is surrounded by a power
fence, and the perimeter is heavily guarded by
mercenaries who are unflinchingly loyal to Bin.
Many of the laborers on the farm are people who
owe Bin money and must work to payoff their
debt. The plantation also has a small processing
plant, which turns out the kyrf liquor.
Cross-Galactic Mining Corporation handles the
exportation of the liquor. Bin doesn't trust the
corporation, but it seems to be the only organization on the planet sufficiently competent to handle
the shipping of the product and business transactions with the purchasers.
Bin lives in a spacious, beautiful home, airconditioned and fiiled with every luxury Imaginable, includingseveral droids and afew mistresses.
Orelmar Bin, Corrupt Plantation
Owner
Type: Gangster
PERCEPTION 4D
Bargain 70, command 60, con 80, search 5D ... l
SfRENGTII 20
Brawling 30+2
TECHNICAL 3D
Security 4D
Character Points: 6
Move: 10
DEXTERITY 3D
KORBIN DIAGRAM
ICyrf Plantation
Bin's
Mansion
Gate
Pleasant City
IOkm
Guard Towers
Power Fence
242
.....sTA,IiP~===================================.!K~o~r:!:b~in
-WARS
tunate to stakes pounded into the ground and
letting the lizards take him.
Scrub lizards are attracted to kyrf, but are
incapable of becoming intoxicated by drinking it.
Drelmar Bin has a large force of mercenaries
employed to keep the lizards away. Denying the
only decent fruit to the scrub lizards does not do
much for their temperament, which might explain their aggressive and violent behavior toward humans.
Efforts to domesticate the scrub lizards have
met with mixed success, with a few of the species
made into mounts, beasts of burden or watchlizards.
Wild scrub lizards are normally found in groups
of two to six animals.
Scrub Lizard
Scrub Lizards
The predominant native life form on Korbin
is the scrub lizard. These large carnivorous reptiles enjoy congregating in the Last Call valley, as
well as near the roadways that link the cities.
Scale coloration ranges from copper to golden
brown. Scrub lizards can crawl flush with the
ground, which leads some to mistake them for
snakes.
Korbinites enjoy hunting the big lizards for
food and sport. The skin and teeth of a scrub
lizard make colorful personal adornments. Some
of the nastier local gangs take their enemies and
"lizardbait" them, which involves tying the unfor-
DEXTERITY 2D
PERCEPTION 3D
Search: tracking 50. sneak 5D
STRENGTH4D
Special Abilities:
Blood Frenzy: If a scrub lizard can cause a wound when
attacking a target, the lizard goes into a frenzy, giving it
+ ID to Strength and Dexterity actions.
....., Annor: +10 to physical and energy
..
Move: 15
Scale: Creature
The Salvaging
Crews
There exists a core of people
on Korbin who do salvaging for
a living.
~~~~~F~~
.J,JJ"f"O",,"-.:...-
.....
243
~K~o~r2b!!inl.:===================================~STAR...
WAUtively little money, providing they have some
regard for the cause being fought for. Often,
these residents of Korbin can be found well outside the system, pursuing their trade.
Space: 6
Atmosphere: 330; 950 kmh
Hull: 5D
Kara Saffch
Kara Saffch is one of the best scavengers on
Korbin; amazingly enough (at least for this world),
she matches her talents with a strong sense of
ethics. Kara and her brother, Willi, have traveled
the galaxy for nearly a decade (they both left
home as teenagers). Somewhere along the way,
they acquired their ship, the Night Havok; however, they still owe a large debt to the ship's prior
owners. They headed to Korbin since they believed it was a world they could lose themselves
on. She and Willi have managed to scrape by the
past few years, but they are always living weekto-week trying to arrange scavenge missions or
cargo hauls.
Kara is a Human female, 27 years old, with
brown hair that reaches to the back of her neck.
She almost always wears a flight suit and comfortable jacket. She has a cocky grin that comes
off as either charming or irritating (and often a
little bit of both). Kara tries to act like she is
always in control of every situation (which is
especially amusing considering how often the
Night Havok breaks down). She is upbeat, proud
and full of enthusiasm.
Kara Saffch
Type: Freighter Captain
DEXTERITY 2D
Damage: 3D
Necresh
Type: Rodent
DEXTERITY 4D
PERCEPTION 2D
STRENGTH ID
Special Abilities:
Teeth: STR+ 1D damage
Move: 16
Size: Up to 20 centimeters long
Scale: Character
KNOWLEDGE 2D
Streetwise 90, value: starship parts 70. value: salvage 90
MECHANICAL 4D
Astrogation 50, repulsorlift operation 60, space transports 70. starship gunnery 60. starship shields 50+2
PERCEPTION 4D
Bargain 60+2. command 50, con 60. gambling 50+2, search
8D
STRENGTH 2D
TECHNICAL 4D
Space transports repair 60+2
Force Points: 3
Character Points: 15
Move: 10
Night Havok
Craft: Modified Corellian YT-1300 freighter
Type: Modified light freighter
Scale: Starfighter
length: 30 meters
Skill: Space transports: YT-1300
Crew: 2. gunners: 2, skeleton: 1/+10
Crew Skill: See Kara Saffch
Passengers: 5
Cargo Capacity: 200 metric tons
Consumables: I month
Cost: 35.000
Hyperdrive Multiplier. x2
244
Shields: 2D
Sensors:
Passive: 10/ID
Scan: 25/2D
Search: 40/3D
Focus: 3/3D ...2
Weapons:
Twin laser Cannon (fire-linked)
Fire Arc: Turret
Crew: I
Skill: Starship gunnery
Fire Control: 4D
Draz
Type: Canine hunters
DEXTERITY 4D
PERCEPTION 3D
STRENGTH2D
Special Abilities:
Teeth: STR+2D damage
Claws: STR+ 10 damage
Move: 10
Size: 1.5 meters long
Scale: Creature
were originally bred as fighting animals, but thousands were turned loose on worlds around the
.....ITAII:R~=====================================~K::;o:::r2b~in
-WARS
Some domesticated draz are used as guard animab, especially by some of Korbin's more vicious
their savage and frightening demeanor. Their immense teeth and claws are Quite dangerous in
combat.
Adventure Idea
A criminal organization based in Pleasant City
has begun shaking down the citizens of Happy for
protection money. Most of Happy's residents
are, of course, criminals as well- but those few
who are (relatively) innocent are also being victimized. A collection of Happy residents ask the
characters to protect them, promising in return
access to a cache of weapons originally intended
for shipment to Imperials.
The characters are outnumbered and
outgunned. They will have to rely on their wits
and make good use of the terrain in and around
Happy to defend the city from its larger neighbor.
Adventure Idea
The Night Hauok has been hired to transport
an important cargo of black market medical supplies to a New Republic base in a nearby system.
But Captain Saffch well knows that pirates will be
waiting to seize the medicines and equipment if
possible, and so hires the characters to "ride
shotgun" on the shipment. They will accompany
her, brother Willi, a New Republic official, and a
trio of mercenary "security guards" on the run.
During the course of the trip, the Night Hauok
will have to outrun pirates and avoid some more
aggressive salvage crews. In addition, the characters will find evidence that all is not as it seems
on the ship. All signs point to the mercenaries
having betrayed the ship to Imperials. But in fact,
the New Republic official is an impostor who has
subsituted poison for the medicine being transported. The characters must uncover the deception before the Night Hauok reaches the base or
else watch tragedy befall their comrades.
Adventure Idea
Ores mined in the asteroid belt are somehow
being smuggled out of the system and sold to
raise money for fragments of the Imperial army.
The New Republic asks the characters to go
undercover as miners for the Daedalus Corporation to discover the truth of the matter.
The characters swiftly discover that nothing
is how it appears to be at Daedalus. Miners are
treated like convicts, many being worked until
Adventure Idea
A Corellian Corvette, the Empire's Twilight,
has been lost. The last signals came from the
vicinity of the Korbin system. The Republic hires
the characters to search for the vessel and any
survivors.
Adventure Idea
While on Korbin, the characters are approached by Drelmar Bin's men and told that he
has a business proposition for them. At his plantation, Bin tells the characters that he wants
them to capture two scrub lizards, since hewishes
to have them trained as attack animals.
Being a generous man, he will pay each character 2,500 credits for each lizard captured. He
does not have cages and nets, so the characters
are going to have to make do with what they have,
or can purchase in Pleasant City. He mentions
that the best place to look is "Last CalL"
In the valley, the characters will find scrub
lizards, all right. They will also find gang members disposing of the bodies of some of their
rivals, who will be disposed to attack the characters "so they can't tell anyone what they saw."
245
zz~e~IO~SWf~I===================================::;:'TAA...
WA~
Zelos II
Zelos II
System Summary
TheZelosiansystem has a whitestar and three
planets. Keryt, the first planet in the system, is a
barren rock that could be terraformed if the
effort were ever to be put into it.
Zelos is the second planet in the system. Its
four moons have never been explored, as the
Zelosians have forbidden others to explore them
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terraln: Mountains, hills
Starport: 1 standard
Population: 10 million
Planet Function: Trade, mining
Government: Military dictatorship
Tech Level: Information
Major Exports: Raw ores
Major Imports: Weaponry, foodstuffs
System: Zelos
Star: Zelos (white)
OrbUal Bodies:
Planet Type
Moons
Name
Keryt
barren rock planet
o
Zelos II
terrestrial mountainous world 4
Rymm
mountainous/volcanic
Rymm is the third planet, and is a considerable distance from Zelos. The planet is geologically unstable and still going through tectonic
shifts, characterized by frequent earthquakes
and volcanic eruptions.
The gravity well is close to Rymm, and there is
some speculation that Rymm's instability can be
attributed to the well. Ships that file a navigational flight plan with the Empire are given the
proper approach vectors.
World Summary
Zelos II is located near an important regional
Imperial trade route. It is considered a pleasant
place to stop by to do some trading, perhaps get
some routine maintenance done on one's ship,
perhaps even enjoy a little bit of relaxation.
The planet is known for its mining industry,
and is a prime source of ores for the Empire,
though the Zelosians are not aware to whom
their government sells the minerals. TheZelosians
believe themselves to be neutral in the galactic
struggle but the dictator Nul is allowed by the
Empire to retain power.
The planet is covered by hills, mountains, and
other rough terrain. There are only a few scattered islands in the Zelosian oceans. Kryndyn,
the capital, is located on the primary continent.
Zelos II boasts four moons, upon which many
local superstitions center. An inexplicable gravitywell also rests at the edge of the system, which
is responsible for untold numbers of unexpected
visitors to the planet every year.
246
System Datafile
Zelos system, star: Zelos, white star.
Three planets in system, second planet,
Zelos II, terrestrial. Good port facilities.
Be warned that there are many nocturnal
predators on Zelos II, a source offear among
the populace. Be advised that the population is extremely superstitious.
Loyal citizens of the Empire, be advised
that the only safe approach vector to Zelos II
is Xcoordinate 7.5, Y coordinate 4.2, Z coordinate 0.9. Any other course will result in
disruption due to presence of a gravity well.
--STA.IlR~===============================~z~e~IO~S.l!II
_AU
247
2z~e:!l10~s~I!!.I===================================:;:srAR...
_
WAIU""""
Kara stared out the window for a few moments, her grin disappearing rapidly. "Willi, meet
me at the computer," she barked into the inter-
com.
248
The Zelosians
The natives of Zelos II appear to be of Human
stock, but with some subtle differences. Their
height, build, hair color variation, and ability to
grow facial hair is similar to other typical Human
races. All Zelosians are night-blind, their eyes
unable to see in less light than that provided by
a full moon. In addition, all Zelosian eyes are
emerald green.
The greatest difference between Zelosians and
standard Human stock is that Zelosians are descended from intelligent plant life; there is no
concrete proof of this, but many Zelosian biologists believe they were genetically engineered
beings since the odds of naturally evolving to this
form are so low. Their veins do not have blood,
but a form of chlorophyll sap. There is no good
way to visually tell a Zelosian from a regular
Human, since their skin pigmentation resembles
.the normal shades found in Humanity. This plant
heritage is something the Zelosians keep secret.
The Zelosians' plant heritage does go a long
way toward explaining their dislike of darkness,
and their transformation into happy, carefree
people in the sunlight. Their skin photosynthesizes for them, though they are also able to take
nourishment from other sources, including other
--ITA.IiR~=================================-z~e~I~O~s.!!"
-WARS
Government
Galleros Nul is the charismatic military leader
of the planet. Though in simple terms he is a
dictator, he dislikes the word, and instead prefers to call himself the "Mandated Commander of
the People of Zelos." People may address him as
"Commander."
249
-zz~e.!lIO~S:.!I!.!.I===================================::;:STAA
WARS""""
~1iP
-~-
- -
JU.-~~-_
Security 40+ 1
Force Points: 2
Dark Side Points: 4
Character Points: 8
Move: 10
250
Population Centers
There is only one political unit on Zelos ll,
based in the capital city of Kryndyn. No other
nations exist. In fact, the entire population lives
on asingle continent, Galleros (renamed in honor
of the Commander). The capital city of Kryndyn
holds nine million people, while the remaining
five smaller cities hold the other million. The
largest of these is the coast city of Nul (also
named in honor of the Commander).
.....sTAIiP~===================================-~z~e~lo~s~1I
-WARS
All Zelosian cities have certain things in common. Each city features a 10 meter-high wall
around it, with six gates. The wall is wide enough
that sentries may walk on top of it while on
patrol. Each small city has a garrison of 1,000
troops. Kryndyn has a garrison of 50,000 troops.
The five small cities have several mines close
by, usually within a few kilometers of each city.
The cities are connected by a roadway and a
railway system. The two lines run parallel to each
other. The railways are the only way for the ore
to be transported to Kryndyn, from where it is
then shipped off-planet on ore freighters. Nul
also has an airfield that allows airshuttle landings, and a port that accommodates ships from
the capital.
(ryndyn
Kryndyn is the heart and soul of Zelos II. Here,
a traveller can find a wide selection of bars,
casinos, entertainment centers, libraries, sports
events, and hotels.
The natives of Kryndyn are very friendly to offworlders, especially those that bring shipments
of weapons or edible delicacies to sell. There is a
thriving commodities market, where traders
come to purchase loads of Zelosian ore. The
market is dominated by the Empire, though this
is not common knowledge.
Commander Nul resides in the old Royal Palace, from which he runs the affairs of the planet.
The Palace always has at least 100 soldiers garrisoned within it at any given time.
The Valley of Umbra
This unique geological formation has a valley
500 meters deep, protected by many mountainous overhangs. Despite appearances, there is
ample room in the valley for fighter pilots and
airspeeder or landspeeder drivers to operate
their vehicles
The Valley of Umbra is always in the shadows.
Sunlight never strikes it, and consequently it is
shunned by all Zelosians. The Empire has taken
full advantage of native superstition by creating
a fully equipped, fully operational base and fmperial garrison. The base follows the same design
and sports the same defenses as the Imperial
Garrison detailed on pages 117-121 of the Sial'
WCl/:S Sourcebool<, Second Edition. The only exception is that this base is occupied by a halfstrength garrison, which includes the following:
Storm troopers
400
Scout Troopers
20
Speeder Bike Technicians
10
TIE Fighter Pilots
20
Ground Crew Technicians
30
Controllers
12
Sensor Technicians
12
Gunners/Wpns Technicians
Walker Crew Personnel
Walker Technicians
Imperial Intelligence
Base Security/Detention
Perimeter Support Troops
Command Personnel
Support/Services Person.
Technical Personnel
Science Personnel
Medical Personnel
TIE Fighters
AT-AT Walkers
AT-ST Walkers
Speeder Bikes
Landspeeders
Misc. Vehicles
50
25
40
25
75
100
ISO
250
100
100
50
20
5
5
20
30
50
Character Points: 13
Move: 10
251
zz~e~IO~S~I~I===================================:;:srAA...
_
WAIU""""
parents were loyal to the Old Republic. Luana attempted to study the Jedi way, but lacked the
clarity of thought and pureness of motive - she
sought only power and did not have the patience to
.Kro
Type: Small reptiles
DEXTERITY 4D
PERCEPTION 2D
STRENGTH ID
Special Abilities:
major command.
Bite: STR+20
Move: 32
Creatures of Zelos
Zelos II is home to a number of dangerous
creatures, the vast majority of whom are nocturnal, induding the three listed below.
.Aga
Type: Immense predator
DEXTERITY 4D
PERCEPTION 3D
Sneak 7D
STRENGTH5D
Special Abilities:
Bite: STR+ID damage
Move: 9
SIze: 4 meters tall
Scale: Creature
Orneriness: 5D
Kilit
Type: Hunting raptor
DEXTERITY 4D
PERCEPTION 4D
STRENGTH 3D
Special Abilities:
Beak: STR+lD
Move: 38 (flying)
Size: 1 meter long, 2 meter wingspan
Scale: Creature
Orneriness: 40
252
_AIUZelos"
--ITAP~==================~~
Adventure Idea
A mysterious figure has begun stalking the
capital city of Kryndyn, setting fire to buildings,
robbmg shops and generally terrorizing the populace. The culprit is an Imperial guard whose mind
was broken by too many nights on sentry duty
fending off Zelos' nocturnal predators. Though
Major Treftite is aware of the situation, she is
unwilling to take steps to stop his rampage, for
fear of exposing the presence of an Imperial base
on the planet.
At the same time, the Zelosians are unable to
stop him because of their fear of the dark. The
only possibility of stopping the madman lies with
the characters, who must brave the terrors of the
Zelosian night to bring him down.
Adventure Idea
The characters learn that a top Imperial official
will be passing through the Zelos system, on his
way to a secret meeting with some of the galaxy's
top assassins. It is believed he will be handing out
a contract on a major New Republic figure - but
who, and where the meeting will be held, remain
mysteries.
The official's ship will be protected by a number of Imperial fighters, and Commander Nul has
given his "permission" for them to pass through
the system. The New Republic asks the characters to stop this convoy and learn the target of
the murder plot.
The characters are provided with ships, though
nowhere near enough to stop the Imperials. However, if the Imperials could be lured into the
clutches of the gravity well and forced down on
Zelos or one of its neighboring planets, the characters might have a far better chance of success.
Once they capture the Imperial agent, they will
learn that the target of the assassination is none
other than Mon Mothma herself. The agent taunts
them that if he does not arrive to meet with the
assassins, they have orders to send message back
through Imperial spies and await further instructions. Eventually, he says, the Empire will send
someone else to pay them their blood money.
The characters have only one chance: if one of
them could impersonate the Imperial agent, they
could lead the assassins into a trap and save the
life of Mon Mothma. But exposure would mean
instant death, so the chosen character had best
be sure his act is perfect.
Adventure Idea
Agroup of Imperial agents have been directed
to ensure that Commander Nul "keeps in his
place" and does not get the idea into his head to
challenge Imperial authority directly. Rather than
actually threatening him, the agents have decided to use the common superstitions of the
Zelosians against him - rigging it so that he
travels in groups of four, is (apparently) struck
by the light of two full moons, and so forth.
Frightened (though unwilling to admit it), Nul
retains the services of the characters to protect
253
-zz~el!l;O~S.!.II!.:================================:::;:STAR
WARS""""
him from what appears to be a conspiracy by the
Fates to destroy him.
With the characters involved, the agents up
the ante. After all, they are prohibited from killing
Nul, but not a bunch of New Republic upstarts.
Again using the superstitions of the Zelosians as
their jumping-off point, the agents scheme to slay
the characters using a noxious black gas, hoping
that Nul will interpret their deaths to mean that
the darkness itself is stalking him.
The characters' own lives depend on their
ability to stop this plan from coming to fruition.
Adventure Idea
The most obvious hook is the gravity well,
which draws the character's ship into the system, since it is very unlikely that the characters
filed an Imperiaillight plan.
This hook can then be used in conjunction
with any of the following ideas.
Adventure Idea
I:
Adventure Idea
The New Republic contacts the characters
and asks them to visit Zelos II, for two reasons.
The first task is to check out the possibility of
swaying the sympathies of the population. The
second task is to scout the system for Imperial
influence.
If the characters meet Commander Nul and
inquire about the Imperial presence, it will be
met with blustery denials, which may seem phony
but are actually sincere. Nul truly believes that
the Empire pays heed to his wishes.
254
The Imperial garrison routinely sends intelligence personnel disguised as traders into
Kryndyn to check out visitors to the planet. If
they catch wind of New Republic sympathizers in
the city, this information will be immediately
relayed to Luana.
Adventure Idea
The Zelosians hire the characters to act as
security on a shipment of ore going by rail from
Nul to Kryndyn. The train ride from Kryndyn to
Nul is uneventful, and is used to show the characters the route. The ore train has a crew of four
Zelosians. The train departs Nul at midday, and
the ride lasts five hours.
After passing Lyrd, four and a half hours into
the ride, the train derails and overturns. The
crew is killed. The sun is going down. There are
no other people on the nearby roads. Walking to
either Lyrd or Kryndyn will take two hours.
The characters are about to get a first-hand look
at Zelos' nocturnal predators. At least three encounters will suffice. Then all the characters have
to do is to go to the walls of a city and convince the
night-frightened guards to let them in.
Adventure Idea
The characters are hired by Commander Nul
to make a landspeeder courier run to Lyn. They
are to stay the night there, then bring back any
return packages from the Lyn garrison commander.
The evening they arrive in Lyn, the alarm is
raised as several corpses begin to rise and wander about. The wrinkle that should get the characters interested is that two of the dead are
Imperial stormtroopers, killed in an avalanche,
who are now staggering around the perimeter of
the village.
It is possible for the characters to track the
dead men back to their compound, which happens to be the Imperial Garrison.